![]() ![]() You can use BoxCollider2D, CircleCollider2D, PolygonCollider2D for most platforms, and you’ll want to use EdgeCollider2D for your one-way platforms (and one-way moving platforms, and mid height one-way platforms, and all things one-way). The scripting system can detect when collisions occur and initiate actions using the OnCollisionEnter function. Hard to tell what will work or not without your hierarchy, your code and knowing what do you want to have exactly. The engine supports Unity’s native 2D colliders to define the bounds of each object. Adding a slipping effect using a physics material on a collider could also work around that issue if you are not using layers. Also you need to think how do you check if the cube already was destroyed, I mean how will your game detect if player can step on the next cube - does it exist or not? If you are using a ground layer to determine the ground then just create the walls on a different layer so you will not return grounded and will fall normally. your main mission is not to let it fall down or crash into blocks on your way. In the final game I probably would use coroutines for your task. Slope 2 is an addictive 3D running game that will test your reflexes and. ![]() I think that more or less that should do it. ![]() This shape is then used to check for any collisions from the object’s displacement between frames. GameObject.AddComponent() // ads rigidbody to your basecubeĭestroy(gameObject, 1.0f) //destroys baseCube after one second The solution: Continuous collision To address this problem, physics engines utilise a collision algorithm that projects a shape across an object’s path of travel. PlayerLeft = true // we do this so the code below is executed only once If(( != || != ) & playerEnter = true & playerLeft = false) //checks if player left the cube PlayerEnter = true // this checks if player stepped on the cube this game is only about getting used to Unity and starting making games on a regular basis. PlayerCube = Gameoject.Find("PlayerCube") // here you put the name of your player object as a string. The block will be destroyed if you collide with one that is. If you dont want the trigger to fall under gravity or otherwise be affected. GameObject playerCube //this is reference to Player object The scripting system can detect when collisions occur and initiate actions. You can have static colliders moving in your scene without performance penalties. The documentation is outdated about this. Since Unity 5 this is no longer a hard requirement. Than you attach script to all base cubes checking for playercube to hover other them (position check) and than on playercube next movement you attach rigidbody to basecube and destroy it after a second. Now the collision events (OnCollisionEnter, etc) will happen normally as with standard rigidbodies. Plimsoll's views, its provisions will go far towards. Just compare base cube position with player cube position in x,z plane (there should be only difference in Y-axis since player cube is over base cube). It carefully avoids coming into collision with economical laws. Actually you do not need to detect collision here. ![]()
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