composite collider and child platform effector 2d not compatible?

loving the composite collider, very very useful in 2d platformer games, no more falling between touching box colliders!

My levels are built in tiles with their own colliders. Some of these are 1way platforms (think 10 or so side by side), these work fine without a composite collider parent.

Seems nested Platform effectors don’t work, the parent needs a platform effector. Would be nice if this was automagic.

Thanks for getting this new feature out (and capsule collider!!), there is hope yet for 2D platformers!

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Yes, the composite creates a new collider composed of the edges from other colliders. There’s simply no way to apply effectors to those specific edges. Indeed, it might not even make sense at all because an effector for a (say) BoxCollider2D which is composited might end up disappearing inside another larger collider area. It just wouldn’t work and I’m not sure of how the magic would work. :slight_smile:

It’s the same reason why other properties disappear when you select ‘Used By Composite’; they just can’t be assigned to something that might not exist in its current configuration outside of being composited.

Nested Effectors do work however an Effector2D only works with Collider2D on the same GameObject. This is more for UI than anything; it’s difficult to select individual Colllider2D components in the editor for it to use and then it’s not easy to represent which components are being used.

There’s experimental work on the effector system in 2017 (stuff will be on the roadmap soon-ish).

It’s a nice thought though! Any ideas are welcome though…