Need help?! Collider collision 2D or Physics.

Going frame by frame i’ve noticed that the objects merge wierdly, and I think that it might be a problem while my ball object moves forward at a constant speed, it falls on this platform square and I think its changing the path of the ball as it needs to fall on other square. Is this happening because i’m going frame by frame with the editor or is it actually a problem?.. because I feel like it is while i go full speed but in the same time it might be something else…

Could you try re-wording your question? I’m not sure exactly what it is you’re asking.

Well… My player (the circle) falls from one square to another… and at the same time it goes forward at a constant speed, The problem is that my circle sometimes enter the square which has a collider as well, and it should not merge wierdly, like in the print, because it ruins the circles path on falling from one square to another… I wonder why they merge in the moment of contact, and what to do in order for them to not collide like that (the circle should land on the square not merge with it) (they both have colliders)… Sorry for bad english, ty for reply :slight_smile:

try to change your rigidbody collision detection to continuous. in the photo you have it set to discrete. other than that, maybe you have a script set up to delete/resize/offset the collider?

Ensure you’re not modifying the Transform on the player; let the Rigidbody2D do the movement by letting it modify the Transform. By this I mean modifying the Transform in any way i.e. don’t modify position, rotation or scale.

You should be moving/rotating the player by using AddForce/AddTorque or modifying the Rigidbody2D velocity or by using Rigidbody2D.MovePosition & Rigidbody2D.MoveRotation.

Showing an image and describing the objects do not help solve your problem; you should post your movement code.

The gross overlap you show in your image will never br produced by 2D physics without you interferring with what it’s trying to do. You only need to use Continuous collision detection if the player is moving really fast, typically a player won’t do this.