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Unity2D: Interpolate object collision stuck in Unity

I am working on a very basic test in Unity 2D. The problem I am having is that, when my sprite collides with the ground, it is constantly checking the event, almost too frequently, so the. The sprite stays in limbo. It, as it doesn't have a chance to leave the ground as by. By the time it does, the check tells it to turn around, resulting it quickly going up and down. As shown in the below clip:

https://m.youtube.com/watch?v=gPmmLjGe9iQI uploaded an example clip to YouTube.

What I want is whenWhen contact is made, the sprite needs to change it's Y axis direction. How do I fix this? Please see my code, below.:

void Update ()  
{
    hitWall = Physics2D.OverlapCircle(wallCheckUp.position, wallCheckRadius, whatIsWall); 

    if (hitWall)
    {
        moveUp = !moveUp;
    }

    if (moveUp)
    {
        transform.localScale = new Vector3(-1f, 1f, 1f);
        GetComponent<Rigidbody2D>().velocity 
            = new Vector2(speed, GetComponent<Rigidbody2D>().velocity.x);
    }
    else
    {
        transform.localScale = new Vector3(1f, 1f, 1f);
        GetComponent<Rigidbody2D>().velocity 
            = new Vector2(-speed, GetComponent<Rigidbody2D>().velocity.x);
    }
}

enter image description here If more information Here is needed please let me know.my object:

enter image description here

Unity2D: Interpolate object collision stuck

I am working on a very basic test in Unity 2D. The problem I am having is when my sprite collides with the ground it is constantly checking the event, almost too frequently, so the sprite stays in limbo. It doesn't have a chance to leave the ground as by the time it does the check tells it to turn around resulting it quickly going up and down. As shown in the below clip:

https://m.youtube.com/watch?v=gPmmLjGe9iQ

What I want is when contact is made the sprite needs to change it's Y axis direction. Please see my code below.

void Update () {
    hitWall = Physics2D.OverlapCircle(wallCheckUp.position, wallCheckRadius, whatIsWall);
    if (hitWall)
    {
        moveUp = !moveUp;
    }

    if (moveUp)
    {
        transform.localScale = new Vector3(-1f, 1f, 1f);
        GetComponent<Rigidbody2D>().velocity = new Vector2(speed, GetComponent<Rigidbody2D>().velocity.x);
    }
    else
    {
        transform.localScale = new Vector3(1f, 1f, 1f);
        GetComponent<Rigidbody2D>().velocity = new Vector2(-speed, GetComponent<Rigidbody2D>().velocity.x);
    }
}

enter image description here If more information is needed please let me know.

Interpolate object collision stuck in Unity

I am working on a very basic test in 2D. The problem I am having is that, when my sprite collides with the ground, it is checking the event too frequently. The sprite stays in limbo, as it doesn't have a chance to leave the ground. By the time it does, the check tells it to turn around, resulting it quickly going up and down. I uploaded an example clip to YouTube.

When contact is made, the sprite needs to change it's Y axis direction. How do I fix this? Please see my code, below:

void Update ()  
{
    hitWall = Physics2D.OverlapCircle(wallCheckUp.position, wallCheckRadius, whatIsWall); 

    if (hitWall)
    {
        moveUp = !moveUp;
    }

    if (moveUp)
    {
        transform.localScale = new Vector3(-1f, 1f, 1f);
        GetComponent<Rigidbody2D>().velocity 
            = new Vector2(speed, GetComponent<Rigidbody2D>().velocity.x);
    }
    else
    {
        transform.localScale = new Vector3(1f, 1f, 1f);
        GetComponent<Rigidbody2D>().velocity 
            = new Vector2(-speed, GetComponent<Rigidbody2D>().velocity.x);
    }
}

Here is my object:

enter image description here

Source Link

Unity2D: Interpolate object collision stuck

I am working on a very basic test in Unity 2D. The problem I am having is when my sprite collides with the ground it is constantly checking the event, almost too frequently, so the sprite stays in limbo. It doesn't have a chance to leave the ground as by the time it does the check tells it to turn around resulting it quickly going up and down. As shown in the below clip:

https://m.youtube.com/watch?v=gPmmLjGe9iQ

What I want is when contact is made the sprite needs to change it's Y axis direction. Please see my code below.

void Update () {
    hitWall = Physics2D.OverlapCircle(wallCheckUp.position, wallCheckRadius, whatIsWall);
    if (hitWall)
    {
        moveUp = !moveUp;
    }

    if (moveUp)
    {
        transform.localScale = new Vector3(-1f, 1f, 1f);
        GetComponent<Rigidbody2D>().velocity = new Vector2(speed, GetComponent<Rigidbody2D>().velocity.x);
    }
    else
    {
        transform.localScale = new Vector3(1f, 1f, 1f);
        GetComponent<Rigidbody2D>().velocity = new Vector2(-speed, GetComponent<Rigidbody2D>().velocity.x);
    }
}

enter image description here If more information is needed please let me know.