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Question by Fearuin · Dec 13, 2017 at 05:36 PM · 2d2d-platformeroptimization2d-physicsoverlap

How to use Physics2D.OverlapCircleNonAlloc for ground check and jump

Hi,

i was trying to use Physics2D.OverlapCircleNonAlloc in a 2D platform for perform a check of when my character is grounded and when not. Using Physics2D.OverlapCircleNonAlloc for a 2D platform maybe is useless, maybe OverlapCircleAll works good too, but i wanna try to optimize it in terms of memory allocated and it's a way to learn how it works :D Actually i've tried to edit a 2d Asset that was using OverlapCircleAll, but i got a problem when my sprite jump and collide against a wall horizontally he remain stucked to the wall at half air until i'll release the command for move the character in that direction. Here is my script (i have disabled the animator 'cause i'm not using any graphic yet):

 using System;
 using UnityEngine;
 
 namespace UnityStandardAssets._2D{
 
     public class PlatformerCharacter2D : MonoBehaviour{
         [SerializeField] private float m_MaxSpeed = 10f;                    // The fastest the player can travel in the x axis.
         [SerializeField] private float m_JumpForce = 400f;                  // Amount of force added when the player jumps.
         [Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f;  // Amount of maxSpeed applied to crouching movement. 1 = 100%
         [SerializeField] private bool m_AirControl = false;                 // Whether or not a player can steer while jumping;
         [SerializeField] private LayerMask ground_layers;                  // A mask determining what is ground to the character
 
         private Transform m_GroundCheck;    // A position marking where to check if the player is grounded.
         const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
         //private bool m_Grounded;            // Whether or not the player is grounded.
         private Transform m_TopCheck;   // A position marking where to check for ceilings
         const float k_CeilingRadius = .01f; // Radius of the overlap circle to determine if the player can stand up
         //private Animator m_Anim;            // Reference to the player's animator component.
         private Rigidbody2D m_Rigidbody2D;
         private bool m_FacingRight = true;  // For determining which way the player is currently facing.
         public const int maxOverlaps = 4;
         Collider2D[] results = new Collider2D[maxOverlaps];
         private bool grounded;
 
         private void Awake(){
             // Setting up references.
             m_GroundCheck = transform.Find("GroundCheck");
             m_TopCheck = transform.Find("TopCheck");
             //m_Anim = GetComponent<Animator>();
             m_Rigidbody2D = GetComponent<Rigidbody2D>();
         }
 
 
         private void FixedUpdate(){
 
             grounded = false;
             // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
             // This can be done using layers instead but Sample Assets will not overwrite your project settings.
             Debug.Log(Physics2D.OverlapCircleNonAlloc(m_GroundCheck.position, k_GroundedRadius, results, ground_layers));
              if(Physics2D.OverlapCircleNonAlloc(m_GroundCheck.position, k_GroundedRadius, results, ground_layers) > 0)
             {
                 grounded = true;
             }
             //m_Anim.SetBool("Ground", m_Grounded);            
             // Set the vertical animation
             //m_Anim.SetFloat("vSpeed", m_Rigidbody2D.velocity.y);
         }
 
 
         public void Move(float move, bool crouch, bool jump){
             // If crouching, check to see if the character can stand up
             if (!crouch /*&& m_Anim.GetBool("Crouch")*/){
                 // If the character has a ceiling preventing them from standing up, keep them crouching
                 if (Physics2D.OverlapCircle(m_GroundCheck.position, k_CeilingRadius, ground_layers)){
                     crouch = true;
                 }
             }
 
             // Set whether or not the character is crouching in the animator
             //m_Anim.SetBool("Crouch", crouch);
             //only control the player if grounded or airControl is turned on
             if (grounded || m_AirControl){
 
                 // Reduce the speed if crouching by the crouchSpeed multiplier
                 move = (crouch ? move*m_CrouchSpeed : move);
 
                 // The Speed animator parameter is set to the absolute value of the horizontal input.
                 //m_Anim.SetFloat("Speed", Mathf.Abs(move));
 
                 // Move the character
                 m_Rigidbody2D.velocity = new Vector2(move*m_MaxSpeed, m_Rigidbody2D.velocity.y);
 
                 // If the input is moving the player right and the player is facing left...
                 if (move > 0 && !m_FacingRight){
                     // ... flip the player.
                     Flip();
                 }
                     // Otherwise if the input is moving the player left and the player is facing right...
                 else if (move < 0 && m_FacingRight){
                     // ... flip the player.
                     Flip();
                 }
             }
             // If the player should jump...
             if (grounded && jump /*&& m_Anim.GetBool("Ground")*/){
                 // Add a vertical force to the player.
                 grounded = false;
                 //m_Anim.SetBool("Ground", false);
                 m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
             }
         }
 
 
         private void Flip(){
             // Switch the way the player is labelled as facing.
             m_FacingRight = !m_FacingRight;
 
             // Multiply the player's x local scale by -1.
             Vector3 theScale = transform.localScale;
             //theScale.x *= -1;
             transform.localScale = theScale;
         }
     }
 }


Thank you

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