I’m passing my player’s collider’s Bounds into Bounds.Intersects(), but it returns false even when it’s visibly overlapping with the BoxCollider2D I’m checking it against.
I even tested this by switching the target collider’s isTrigger to false. Sure enough, the collision occurred and my character was pushed out of the box.
What could cause this?
TBruce
2
@_eternal
Are the Z values the same?