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Question by arturoza · Aug 17, 2014 at 07:17 PM · rigidbodyplaychanges

RigidBody2D moves at Play (Updated)

Hi, I have a cube and when I insert a rigidbody or rigidbody2D and press Pause and then Play (so I can see exaclty what happens at the start) the cube moves even when the game is paused,

Edit: With RigidBody works but with 2D components doesn't

What I do is to put a Cube with rigidbody2D and a Box Collider2D and under it I put another cube with just a Boxcollider2D, when I press Pause and then Play the cube with the Rigidbody2D moves!,

alt text

I started a new clean project and the same thing happens.

111.jpg (94.4 kB)
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avatar image shigidaMark · Aug 17, 2014 at 07:20 PM 0
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Turn off "Use Gravity"? Edit: Or put something under it (terrain, or object with collider).

avatar image arturoza · Aug 17, 2014 at 07:33 PM 0
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Hi, it worked but is there a way to do it with rigidbody 2d? the "Use Gravity" doesn't exist in RigidBody 2D

What I do is to put a Cube with rigidbody2D and a Box Collider2D and under it I put another cube with just a Boxcollider2D, when I press Pause and then Play the cube with the Rigidbody2D moves!,

avatar image shigidaMark · Aug 17, 2014 at 08:16 PM 0
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I was having that issue as well, actually, in a matching game... the textures wouldn't line up properly to merely use the physics. I ended up using a workaround by raycasting to detect collisions, and setting is$$anonymous$$inematic (for the rigidbody2D) to true to halt using physics. Then the object would use raycasting below to detect if it could fall, and set is$$anonymous$$inematic to false (so it moves again). Not a perfect strategy, but it helps until I can find a real solution.

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Answer by Steel_Arm · Aug 17, 2014 at 08:33 PM

See answer to this question: http://answers.unity3d.com/questions/769435/2d-colliders-are-colliding-but-not-touching.html

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