Player sticking to 2d triggers and slow falling?

Right now I’m working on a game that include a script that allows the player to drag and drop boxes using their mouse. Within this script it checks if the player presses their mouse button down on a game object with the tag “Moveable”. If that is true it grabs the box collider of that object and sets it to trigger so the player can’t reach infinite height with it. This works great expect when the player is falling onto it as they move it causing the player game object to stick to the trigger and slowly fall. I’ve tried messing around with the player and the objects collider and rigidbody settings but to no avail. If anyone has encounter something similar to this and knows a solution that would be great.

Box Inspector

Player Inspector

Drag N Drop script (If needed [I know its messy, didn’t intend others to read it])

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class TelekinesisController : MonoBehaviour
{
    public bool dragging = false;
    public GameObject telekinesisIcon;
    private Vector3 offset;
    private float normalGravity;
    public LayerMask groundLayer;
    public Animator playerAni;

    void Start(){
        telekinesisIcon.GetComponent<SpriteRenderer>().enabled = false;
        normalGravity = gameObject.GetComponent<Rigidbody2D>().gravityScale;
    }

    void Update(){
        if(dragging && GameObject.Find("Player").GetComponent<AbilityController>().telekenisis == true){
            transform.position = Camera.main.ScreenToWorldPoint(Input.mousePosition) + offset;
        }

        if(Physics2D.Linecast(GameObject.Find("Player").transform.position, Camera.main.ScreenToWorldPoint(Input.mousePosition), groundLayer)){
            gameObject.GetComponent<BoxCollider2D>().isTrigger = false;
            GameObject.Find("Player").GetComponent<Movement>().enabled = true;
            dragging = false;
        }
    }

    private void OnMouseDown(){
        if(GameObject.Find("Player").GetComponent<Movement>().isGrounded() && !Physics2D.Linecast(GameObject.Find("Player").transform.position, Camera.main.ScreenToWorldPoint(Input.mousePosition), groundLayer) && GameObject.Find("Player").GetComponent<AbilityController>().telekenisis == true){
            normalGravity = gameObject.GetComponent<Rigidbody2D>().gravityScale;
            playerAni.SetBool("Telekensis", true);
            offset = transform.position - Camera.main.ScreenToWorldPoint(Input.mousePosition);
            gameObject.GetComponent<BoxCollider2D>().isTrigger = true;
            dragging = true;
            gameObject.GetComponent<Rigidbody2D>().velocity = new Vector2(0, 0);
            gameObject.GetComponent<Rigidbody2D>().gravityScale = 0;
            GameObject.Find("Player").GetComponent<Movement>().enabled = false;
            GameObject.Find("Player").GetComponent<Rigidbody2D>().velocity = new Vector2(0, GameObject.Find("Player").GetComponent<Rigidbody2D>().velocity.y);
        }
    }

    private void OnMouseUp(){
        playerAni.SetBool("Telekensis", false);
        gameObject.GetComponent<BoxCollider2D>().isTrigger = false;
        GameObject.Find("Player").GetComponent<Movement>().enabled = true;
        gameObject.GetComponent<Rigidbody2D>().gravityScale = normalGravity;
        gameObject.GetComponent<Rigidbody2D>().velocity = new Vector2(0, 0);
        dragging = false;
    }

    private void OnMouseOver(){
        if(!Physics2D.Linecast(GameObject.Find("Player").transform.position, Camera.main.ScreenToWorldPoint(Input.mousePosition), groundLayer)){
            UpdateTelekinesisIcon();
        }
    }

    private void OnMouseExit() {
        telekinesisIcon.GetComponent<SpriteRenderer>().enabled = false;
    }

    private void UpdateTelekinesisIcon()
    {
        if(GameObject.Find("Player").GetComponent<AbilityController>().telekenisis == true && GameObject.Find("Player").GetComponent<Movement>().isGrounded()){
            Vector2 trueHeight = gameObject.GetComponent<SpriteRenderer>().bounds.extents;
            telekinesisIcon.transform.position = gameObject.transform.position + Vector3.up * (trueHeight.y + 1f);
            telekinesisIcon.GetComponent<SpriteRenderer>().enabled = true;
        }
        else{
            telekinesisIcon.GetComponent<SpriteRenderer>().enabled = false;
        }
    }

    private void OnTriggerExit2D(Collider2D col){
        if(col.tag == "PressurePlate" && col.gameObject.GetComponent<PressurePlate>().door != null){
            col.gameObject.GetComponent<PressurePlate>().door.GetComponent<LevelHandler>().num--;
        }
    }
}

9439025--1323959--unknown_2023.10.29-17.10_1.gif

Whoa!!! Remember the first rule of GameObject.Find():

Do not use GameObject.Find();

More information: https://starmanta.gitbooks.io/unitytipsredux/content/first-question.html

More information: https://discussions.unity.com/t/899843/12

In general, DO NOT use Find-like or GetComponent/AddComponent-like methods unless there truly is no other way, eg, dynamic runtime discovery of arbitrary objects. These mechanisms are for extremely-advanced use ONLY.
If something is built into your scene or prefab, make a script and drag the reference(s) in. That will let you experience the highest rate of The Unity Way™ success of accessing things in your game.

Beyond that, the first place I would look is in OnMouseDown() because you do this:

Because both of those things would / could cause…

Otherwise, here is how to debug ANY code you may encounter ever:

Time to start debugging! Here is how you can begin your exciting new debugging adventures:

You must find a way to get the information you need in order to reason about what the problem is.

Once you understand what the problem is, you may begin to reason about a solution to the problem.

What is often happening in these cases is one of the following:

  • the code you think is executing is not actually executing at all
  • the code is executing far EARLIER or LATER than you think
  • the code is executing far LESS OFTEN than you think
  • the code is executing far MORE OFTEN than you think
  • the code is executing on another GameObject than you think it is
  • you’re getting an error or warning and you haven’t noticed it in the console window

To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

Doing this should help you answer these types of questions:

  • is this code even running? which parts are running? how often does it run? what order does it run in?
  • what are the names of the GameObjects or Components involved?
  • what are the values of the variables involved? Are they initialized? Are the values reasonable?
  • are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

Knowing this information will help you reason about the behavior you are seeing.

You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as Debug.Log("Problem!",this);

If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

You could also just display various important quantities in UI Text elements to watch them change as you play the game.

Visit Google for how to see console output from builds. If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer for iOS: https://discussions.unity.com/t/700551 or this answer for Android: https://discussions.unity.com/t/699654

If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.

Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

If your problem is with OnCollision-type functions, print the name of what is passed in!

Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

https://discussions.unity.com/t/839300/3

“When in doubt, print it out!™” - Kurt Dekker (and many others)

Note: the print() function is an alias for Debug.Log() provided by the MonoBehaviour class.