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Question by Kaizara · Sep 09, 2021 at 03:52 PM · c#2dcollision

My character is falling through the ground

For some reason my fox is falling through through the ground and I can't figure out why. Can someone help? basically, when I press play my character falls through the ground at light speed. If you need any information about my project feel free to ask.

Also, both the ground and character have colliders

Here's my code (sorry for the mess, it's a work in progress): using System.Collections; using System.Collections.Generic; using UnityEngine;

public class Move : MonoBehaviour {

 Rigidbody2D rb2d;
 SpriteRenderer spriterender;
 BoxCollider2D bcol;
 Vector2 ogsize;
 [SerializeField] private LayerMask platformLayerMask;
 [SerializeField] Transform ceilingcheck;
 [SerializeField] Transform crouchpoint;
 [SerializeField] Vector2 sizeocheck = new Vector2(0.0658203f, 0.09773837f);
 bool crouch = false;
 //bool turn = false;


 /*void Flip()
 {
     turn = !turn;

     transform.Rotate(0f, 180f, 0f);
 }*/



 private bool IsGrounded()
 {
     RaycastHit2D raycastHit;

     raycastHit = Physics2D.BoxCast(bcol.bounds.center, sizeocheck, 0f, Vector2.down, 1f, platformLayerMask);
     return raycastHit.collider != null;
 }




 // Start is called before the first frame update
 void Start()
 {

     rb2d = GetComponent<Rigidbody2D>();
     spriterender = GetComponent<SpriteRenderer>();
     bcol = GetComponent<BoxCollider2D>();
     ogsize = new Vector2(bcol.size.x, bcol.size.y);
 }


 // Update is called once per frame
 void FixedUpdate()
 {


     ///////walk//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////




     /*if (Input.GetKey("d") && turn == false || Input.GetKey("right") && turn == false)
     {
         //Flip();
         rb2d.velocity = new Vector2(4, rb2d.velocity.y);
         transform.Rotate(0f, 0f, 0f);
     }

     else if (Input.GetKey("a") && turn == true || Input.GetKey("left") && turn == true)
     {
         //Flip();
         rb2d.velocity = new Vector2(-4, rb2d.velocity.y);
         transform.Rotate(0f, 180f, 0f);
     }

     else
     {
         rb2d.velocity = new Vector2(0, rb2d.velocity.y);
     }*/




     Vector3 movement = new Vector3(Input.GetAxis("Horizontal"), 0f, 0f);
     transform.position += movement * Time.deltaTime * 4f;





     ///////jump//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
     if (IsGrounded() && Input.GetKey("space") || Input.GetKey("up") && IsGrounded())
     {
         rb2d.velocity = new Vector2(rb2d.velocity.x, 17);
     }







     ///////crouch//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
     if (Input.GetKey(KeyCode.LeftControl))
     {
         crouch = true;
     }


     if (crouch == true)
     {
         rb2d.velocity = new Vector2((rb2d.velocity.x) / 2, (rb2d.velocity.y) - 5);
         bcol.offset = new Vector2(crouchpoint.position.x, crouchpoint.position.y);
         bcol.size = new Vector2(bcol.size.x, bcol.size.y / 2);
         Debug.Log("crouc$$anonymous$$ng");
     }

     else if (crouch == false)
     {
         rb2d.velocity = new Vector2(rb2d.velocity.x, rb2d.velocity.y);
         bcol.size = ogsize;
         Debug.Log("standing");
     }


     // redo
     if (Physics2D.OverlapBox(ceilingcheck.position, sizeocheck, platformLayerMask))
     {
         crouch = true;
     }
     else crouch = false;

 }

}

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Answer by Kaizara · Sep 19, 2021 at 11:13 AM

Ok, I fixed it. I t$$anonymous$$nk what happened is that you can't associate offeset with position, if you do the collider will disappear. Also, the collider was constantly decreasing.

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Answer by bakflemmli · Sep 10, 2021 at 09:12 AM

@Neometalsonic5 Have you assinged the platforms layermask you want to stand on to the platformLayerMask in the Inspector? That could be the Problem, otherwise check the Object you want to stand on in the Inspector an look if the Layer next to the Tag option is still unnamed, if so you have to select the same Layer as the one you assinged to the platformLayerMask in your Inspector.

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Answer by logicandchaos · Sep 10, 2021 at 04:05 PM

You say it goes through at light speed, your sprite is probably moving too fast to collide then. Try continuous collision detection, making your player fall slower or making your colliders bigger.

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Answer by Kaizara · Sep 10, 2021 at 04:46 PM

I ran some tests and I t$$anonymous$$nk the problem is with my crouch code. I t$$anonymous$$nk that what's happening is that the collider gets too small.

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