Hi,
I’m new to Unity and am following a course and have ran into something I can’t figure, or find an answer or solution to.
The code works perfectly, as intended, but the game engine appears to be doing something weird.
It’s a simple checkpoint, character walks into the 2D Collider (Is Trigger), gamepoint added.
But the collider is affecting world physics around itself, and I have no idea how, or why, or how to fix it.
I thought I’d found it ‘fix’, but it just breaks the checkpoints.
The guy hops along, merrily, jumping about 3 in the air (set to 1 unit), until he jumps next to an ‘Is Trigger’ collider, in which case he leaps 30 foot into the air
I’ve played around with this for days, got nowhere.
Now, if I add a rigid body 2D, with ‘Is simulated’ disabled he stops leaping high in the air, but it breaks the ‘Is trigger’.
Mess with the settings, mass, gravity etc, only thing that really changes is the box falls off the screen. I added an edge collider to stop this (getting silly now), but if all boils down to “Is trigger” turns the collider into a trampoline!
Any idea why, or how to stop it?
Cheers
~ Ack