I have to ask, why do you want to register a collision while your actual GameObjects are not even close to touching? Reduce your collision boxes to fit your image and try. Or am I missing something?
Ok, fair enough, just wanted to make sure that was intentional. I’m assuming both objects have a Rigidbody, check the Collision Detection pulldown, make it discrete. Also maybe you should check what ‘Object’ is in your debug call. You will probably identify the problem if you know what is colliding with what.
Well that’s great you have it working, not so much that you do know what you did to solve. Rigid body physics don’t allow one object to intersect with another. If it is forced, the two objects will move themselves to solve the impossibility of two solid objects occupying the same space. On the other hand, colliders are just sensors to trigger a collision, as long as your collider is colliding it’s going to fire, that’s what it’s supposed to do. Maybe try two colliders, one box you already have and maybe an edge collider at the upper position you need. While you will still get a collision but you can use to set a flag and ignore the remaining collisions on that collider. You can also test the collision by hand by testing the distance between your object and its destination, if it is less than a fixed amount trigger whatever you were doing in the collision routine.
I’m real new here so maybe there is better advise to be found with the experts.
No~~ I’m still struggling!! The working one is my last project… Maybe i should use OnTriggerExit2D… but it means i need to change everything. I guess i have to now lol. Anyway, thanks for your help, appreciate it.