For some reason, my player character dips below the ground collider for around 1 frame after a jump. It’s the whole player, not just the sprite and I’m using rigidbody 2D on the player. Any suggestions would be amazing!
Thanks so much!
For some reason, my player character dips below the ground collider for around 1 frame after a jump. It’s the whole player, not just the sprite and I’m using rigidbody 2D on the player. Any suggestions would be amazing!
Thanks so much!
Did you have colliders at ground element?
Yeah, I have an edge collider. It only falls through for like 1 frame and then bounces back.
Objects can penetrate each other if you use the default Discrete Collision Detection.
Try the more-expensive Continuous Collision Detection and it should prevent simple penetrations.
Thank you so much! That fixed it! It had been bothering me for some time so it makes me happy that it’s finally been fixed.
Thank you so much for this. It saved my platformer!
Set your ground or whatever to Kinematic, make the contacts continuous, and I also check allow full kinematic contacts…I spent roughly two days going over all my raycasting code, refactoring my checks, and was still getting the dip down issue…and then i changed the ground and it was fine…i guess i wasted a bunch of time…but i appreciate that i was forced to go back through my code (this can be daunting) and relearn stuff i thought was finished…and regarding performance…i think we’re having this issue because we’re making very small things with very small colliders…i don’t think it should be too much of a hit…and i cap my game frame rate at 60 anyway…hope this helps
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