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I'm prototyping a 2d platformer where you can switch to another world when pressing a key. In the Unity side I'm using a function to translate the player object to another Z-axis coordinates, keeping XY the same.
The problem: When the player object is translated to another Z coordinate, some limit bounds used in the PlatformerMotor2D to manage collisions aren't updating to the new coordinate. If you do some jumping, as soon as you touch the ground, the player object is translated back to the original position.
The text was updated successfully, but these errors were encountered:
It wouldn't be too hard to go through and ignore the z index from beting set. If you need collisions to change based on z then that'll be trickier (still easy) and a little bit more custom.
Although I think the limits should be updated such as Unity 2D collisions, I finally setup this behaviour in other way due to the nature of Unity and the community tools, I think this is the best thing to do.
I appreciate your efforts supporting this amazing controller. I would like to contribute as far as my knowledge allows me.
I'm prototyping a 2d platformer where you can switch to another world when pressing a key. In the Unity side I'm using a function to translate the player object to another Z-axis coordinates, keeping XY the same.
The problem: When the player object is translated to another Z coordinate, some limit bounds used in the PlatformerMotor2D to manage collisions aren't updating to the new coordinate. If you do some jumping, as soon as you touch the ground, the player object is translated back to the original position.
The text was updated successfully, but these errors were encountered: