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1
Question by studentnicki · Apr 02, 2018 at 10:11 PM · collisionplayerglitchjitterjittering

How to fix the player/collision glitch?

I have a player who needs to push boxes around the 2d platform. The boxes have rigidbody2d and box collider 2d applied. Whenever the player pushes the box it glitches and jumps. I understand that it has something to do with the force/physics, I just don't know how to fix it. This is my code for the player:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Player : MonoBehaviour
 {
     private Rigidbody2D myRigidBody;
     private Animator myAnimator;
     [SerializeField] //enables to control the object from unity
     private float movementSpeed;
     private bool facingRight;
     [SerializeField]
     private Transform[] groundPoints;
     [SerializeField]
     private float groundRadius;
     [SerializeField]
     private LayerMask whatIsGround;
     private bool isGrounded;
     [SerializeField]
     //private bool airControl;
     private bool jump;
     [SerializeField] 
     private float jumpForce;
 
     void Start()
     {
         facingRight = true;
         myRigidBody = GetComponent<Rigidbody2D>();
         myAnimator = GetComponent<Animator>();
     }
 
     private void Update()
     {
         HandleInput();
     }
 
     void FixedUpdate()
     {
         float horizontal = Input.GetAxis("Horizontal");
         isGrounded = IsGrounded();
         HandleMovement(horizontal);
         Flip(horizontal);
         HandleLayers();
         ResetValues();
     }
     private void HandleInput()
     {
         if (Input.GetKeyDown(KeyCode.Space))
         {
             jump = true;
         }
     }
 
     private void HandleMovement(float horizontal)
     {
         if (myRigidBody.velocity.y < 0)
         {
             myAnimator.SetBool("land", true);
         }
         if (isGrounded && jump)
         {
             isGrounded = false;
             myRigidBody.AddForce(new Vector2(0, jumpForce));
             myAnimator.SetTrigger("jump");
         }
         myRigidBody.velocity = new Vector2(horizontal * movementSpeed, myRigidBody.velocity.y);
         myAnimator.SetFloat("speed", Mathf.Abs(horizontal));
     }
 
     private void Flip(float horizontal)
     {
         if (horizontal > 0 && !facingRight || horizontal<0 && facingRight)
         {
             facingRight = !facingRight;
             Vector3 theScale = transform.localScale;
             theScale.x *= -1;
             transform.localScale = theScale;
         }
     }
 
     private void ResetValues()
     {
         jump = false;
     }
 
     private bool IsGrounded()
     {
         if (myRigidBody.velocity.y <= 0)
         {
             foreach(Transform point in groundPoints)
             {
                 Collider2D[] colliders = Physics2D.OverlapCircleAll(point.position, groundRadius, whatIsGround);
                 for(int i = 0; i < colliders.Length; i++)
                 {
                     if (colliders[i].gameObject != gameObject)
                     {
                         myAnimator.ResetTrigger("jump");
                         myAnimator.SetBool("land", false);
                         return true; //colliding
                     }
                 }
             }
         }
         return false;
     }
 
     private void HandleLayers()
     {
         if (!isGrounded)
         {
             myAnimator.SetLayerWeight(1, 1);
         }
         else myAnimator.SetLayerWeight(1, 0);
     }
 }
 

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avatar image meat5000 ♦ · Apr 03, 2018 at 04:44 PM 0
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Does isGrounded ever become true?

avatar image studentnicki · Apr 03, 2018 at 05:21 PM 0
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Yes, In the IsGrounded() function... It returns true.

avatar image meat5000 ♦ · Apr 03, 2018 at 05:29 PM 0
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But as its never specified that 'Ground' (terrain etc) is not checked in the collision, wouldnt this condition become true will all collisions? I havent dissected the code, Im just glancing. Appears this may be handled by layermask? Can you be sure the Layer$$anonymous$$ask is correct?

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