Hey everyone, I have a seemingly complicated collider problem. Hope the figures below describe it well enough: BLACK = Player, using Rigidbody2D and some kind of movement controller. RED = Different colliders, like platforms. YELLOW = Area in which the background collider should not apply, effectively somehow masking it. Hitting PLAY: The player is falling down due to the laws of physics. The problem: He will bounce into the invisible background platform. GREEN = Position where I'd like to have my block collide. So, I thought about a few approaches, but none seems to be the right way to do it: - Physics2D layers - RenderTexture for colorcheck - activating background collider on leaving the yellow box It must be scalable to like multiple (yellow) cells of different shapes and still work... Every idea is welcome! This must be solvable somehow? RyFridge
Bumping, I hope it's okay. There must be someone here who has encountered such a problem? It seems like it would occur from time to time.. Maybe I could like emulate a second layer of script generated edge colliders every frame? Is that viable? EDIT: If anyone is interested, I set this up for now, already mostly working. Next step is creating the PolygonCollider2D and the Plane (Mesh).
Yooo!!! I've been lookin for exactly this for a while now, surprising how little there is on it did you ever get the polygon collider working as the final shape? if so, I'd love to maybe see some of the references you used while creating it or maybe a link to a usable asset version of this, if it exists