2D collision triggers fixes, when ?

We expect to have trigger working when two colliders overlap when we use functions like OntriggerEnter2D or OntriggerStay2D, but in many cases it just don’t work.
That’s why many people will use raycast2D to detect collision in many cases.

Will Unity fix 2D triggers collisions detection to have them working in all cases ?

They work fine for me. If you are having trouble, it is usually resulting from user error or setting up your physics incorrectly, or import settings etc.

You are right i got it working, but there is still strange bugs like this one where the character stays in the air.

I epxect basics working without such obvious bugs.

Trying another configuration i find same problem with the character beeing able to stop falling , if i move the character very slowly on the edge of the floor rock.

It really depends on how you have your colliders set up. Here is a pretty similar forum post on compound colliders. http://forum.unity3d.com/threads/compound-colliders-and-trigger-scripts.26194/

It may be something to do with how you are attaching your colliders, where you are attaching them to, and where your scripts are.

This is more a collision 2D physics behaviour issue.
I got collision detected as intended, the issue is just in some rare case if i push with a very little force the player on some edge , some rare tims i can make it stay in the air like the pictures above.

I think i will do some three raycasts on the player foots to detect the floor : left, right , center
If the center raycast don’t collide, then i will add a subtile small force to the right or left depending on what other raycast is hitting the floor.

Thank you for your help.