Hello again team,
I was wondering if anyone has any insight into what’s going on here:
My player has two collision boxes, the main one being a trigger for Raycasts, allowing the smaller physical one at his feet do the collisions. While moving along smooth surfaces like the wall shown, I come up against invisible collisions maybe 1 in 5 or so tiles. If I move back and forth it tends to find another invisible collider behind me. If I move around it, it won’t be there the next time unless I roll a 1 on collision detect. Is this a known issue? Is it something that won’t appear in a built product? Is it an issue with friction? (I’ve already set mine to 0)
Any advice would be greatly appreciated.
Thanks!
B
Hi Boris, do the grass tiles have individual colliders on each as well? My guess here is that you are using a dynamic rigidbody2d and the collider on the character’s feet is clipping the minute differences in the individual grass tiles. If so, you might want to consider a composite collider for the grass tiles to effectively combine them into one. That’s my best guess as to what might be happening.
Yes, colliders side-by-side are not continuous surfaces to any physics engine and not to the 2D one (Box2D). The only continuous surfaces provided by the engine are edges i.e. what the EdgeCollider2D produces or what the CompositeCollider2D (in Outline mode) produce.
I always thought this was a nice description it here.