• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by bb023 · Mar 16, 2014 at 06:18 PM · rigidbody2dcollision2d2d platformerground detectioncollision.contacts

Disappearing platform problem - RigidBody2D and BoxCollider2D

I've been banging my head against a wall trying to figure t$$anonymous$$s out.

I'm programming a 2D platformer and I am trying to make a platform that disappears and causes the character to fall through. The character has a rigidbody2d and boxcollider2d component and I have a platform set up that reduces its own alpha and eventually disables its boxcollider2d for a period of time after the player touches it.

If the platform has disappeared and the player walks over it, they fall as expected. But if the platform disappears w$$anonymous$$le player is standing on it, the character does not fall through and acts like it is still standing on the platform.

Here is my collision code -

 //When staying in a collision
     void OnCollisionStay2D(Collision2D collision)
     {
         if(collision.collider.tag == "Ground")
         {
             foreach (ContactPoint2D contact in collision.contacts) 
             {
                 if(contact.normal == down) //down = Vector2(0.0f, 1.0f)
                 {
                     ac._isGrounded = true;
                     ac._canJump = true;
                 }
             }
         }
     }
 
     //When exiting a collision
     void OnCollisionExit2D(Collision2D collision)
     {
         if(collision.collider.tag == "Ground") 
         {
             ac._isGrounded = false;
             ac._canJump = false;
         }
     }


Wouldn't disabling the platform's collision box cause OnCollisionExit2D to kick in and change the variables?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

20 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Physics 2D disable bounciness 1 Answer

Check if rocket has stopped moving and landed perfectly (check the speed at it has landed and if a specific collider is colliding) 0 Answers

How to disable collisions without disabling rigidbody? 1 Answer

Need workaround on 2d collision detection 1 Answer

Workarounds for Higher Control When Using Physics2D? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges