Player movement script:
void Update()
{
if (player.GetButton("start") && fire.gameState == 0)
{
fire.startButton();
restart = true;
fire.gameState = 1;
}
if (player.GetButton("Right"))
right = true;
else
right = false;
if (player.GetButton("Left"))
left = true;
else
left = false;
if (player.GetButton("Down"))
down = true;
else
down = false;
if (player.GetButton("Up"))
up = true;
else
up = false;
}
void FixedUpdate()
{
if(fire.gameState == 1)
if (right)
{
direction = 1;
transform.position = new Vector2(transform.position.x + speed * Time.deltaTime, transform.position.y);
}
else if (left)
{
direction = 3;
transform.position = new Vector2(transform.position.x - speed * Time.deltaTime, transform.position.y);
}
else if (up)
{
direction = 0;
transform.position = new Vector2(transform.position.x, transform.position.y + speed * Time.deltaTime);
}
else if (down)
{
direction = 2;
transform.position = new Vector2(transform.position.x, transform.position.y - speed * Time.deltaTime);
}
}
The boulders just have a rigidbody 2D and polygon collider.
Editor mode: Editor mode - YouTube
Build mode: Build Mode - YouTube
As you can see, physics is acting different, you can easily go past the boulders in build mode but not in edit mode. Where does that come from?
Thanks for pointing that out, it is a mistake, although not related to this problem.
– cristea13