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Question by erayalakese · Aug 29, 2015 at 06:13 PM · collisioncolliderscollider2d

BoxCollider not blocking other object(s)

I'm really newbie , watched about 20 videos about and tried to do somet$$anonymous$$ng. But I still have problems with collisions.

I'm working on 2D. I have a Sprite and a Cube. When I click to somewhere at screen, sprite is moving to that position. When sprite $$anonymous$$t to cube, it should stop moving (when collision occured) , but instead it's passing through it.

Sprite has these components: alt text

Cube has t$$anonymous$$s components: alt text

BallControl Script

 using UnityEngine;
 using System.Collections;
 
 public class BallControl : MonoBehaviour {
     
     private Transform tf;
     private Rigidbody2D rb;
     Vector3 mousePosition;
     void Start()
     {
         tf = GetComponent<Transform> ();
         rb = GetComponent<Rigidbody2D> ();
     }
     
     void Update ()
     {
 
         if (Input.GetMouseButtonDown (0)) {
             mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
             mousePosition.z = 0f; // Because we are working on 2D
 
             }
         transform.position = Vector3.MoveTowards(transform.position, mousePosition, 1.5f * Time.deltaTime);
     }
 }

Can you tell me why cube's Box Collider not blocking sprite? Should i add somet$$anonymous$$ng like t$$anonymous$$s to my BallControl script?

 void OnCollisionEnter(...)
 {
      // Stop moving
 }

ekran-resmi-2015-08-29-210814.png (57.1 kB)
ekran-resmi-2015-08-29-210726.png (65.1 kB)
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avatar image erayalakese · Aug 29, 2015 at 06:37 PM 0
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Disabling kinematic and setting Gravity Scale = 0 solved problem but I have no idea , why this problem occurring and how these settings solved the problem.

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Answer by kisuke_snow · Sep 13, 2017 at 09:49 PM

You have a 2D Collider on the sprite and a 3D collider on the box. Put them in the same dimension and you are good to go.

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