Hello Everyone! I want to make two "sword" hit each other and the players step back or just repel each other. I couldn't find any solution, except pointeffector2d. But, this effect is not what I want. I have a boxcollider2d as a trigger, circlecollider2d also as a trigger (both in front of my character) and a rigidbody2d. The parent (is the character) also have a RigidiBody2D and other colliders and gravity of 5. When I hit X button, start the animation and the boxcollider2d and the circlecollider2d are enable until the end of the animation. The reason I use a trigger is because the player could be closer to the enemy, and the sword can hit the enemy and not just "air" or empty space. Also, if is not a trigger, when the colliders are enable and hit the enemy rigidbody2d, have a random behavior. I find a similar code and I thought could be useful, but didn't work Code (CSharp): using System.Collections; using System.Collections.Generic; using UnityEngine; public class colliderAttack : MonoBehaviour public float force = 300f; public bool hasHit = false; void OnTriggerEnter2D (Collider2D swordAttack) { if (swordAttack.gameObject.tag == "Sword" && !hasHit) { hasHit = true; StepBack(); } } void StepBack() { CircleCollider2D collision = gameObject.GetComponent<CircleCollider2D>(); if (collision.gameObject.tag == "Sword") { Vector2 dir = GetComponentInParent<Rigidbody2D>().transform.position - collision.transform.position; dir = -dir.normalized; GetComponentInParent<Rigidbody2D>().AddForce(dir * force, ForceMode2D.Impulse); Debug.Log(dir); } } If someone could help me to find a solution or give me a better way to do the clash of sword I will be grateful... Thanks!!!