#angles in platformers
1 messages · Page 1 of 1 (latest)
Hmmmm I'm not sure. Maybe that's the shape you need to add to the polygon collider component
no its using a tilemap collider
is that particular sprite set to use the composite collider?
yep
maybe it's hitting another corner in there
like form the brick floor the stairs lead to
because it looks like it's getting somehwat up the stairs
but then the gravity is too low
hmmmm
try toggling on your gizmos in the scene preview
see how my stuff has a green outline?
yeah theyre on
can you send me a close up of the collider shape around the stairs?
no theyre on a different tilemap
ok, so I can see how that's gonna stop your player going all the way up the stairs
yeah i see it too but it doesnt stop it all the way
I'm not sure how the capsule collider handles it though
yeah, it's stopping before it gets up that high, right?
no it doesnt walk up at all
when i turn the gravity down its able to walk up to that point
doesnt change anything
try making a normal rectangle sprite with a collision body and rotate it 45 degrees
then plop your character down on it and see if it works
because that was definitely working for me
hmmmm
I've got no clue then
maybe use some code to set the velocity manually based on the surface normal?
that seems like overkill though
like with a raycast?
oh hang on
yeah
but that seems like a mess to try and maintain
try throwing one of these bad boys on your tilemap
🙁
doesnt work either
set the composite collider to be used by effector aswell and tried setting the tilemap collider used by effector/composite
oh well ill do the raycast ig sorry for wasting your time
yeah, the effector should be the platform effector in that case
I'm stumped
it starts going up but then jump stops?
no it doesnt at all
i made it so i dont fall off though by setting the player to kinematic when not doing anything
removed it and it still doesnt work tho
that might be related
I'd leave it as dynamic and let the physics engine handle it for you
removed it and its the same
what do you use for movement
@weary lodge
im using rigidbody addforce maybe thats a problem
ah maybe. I'm just setting the velocity with a vector
wait
@weary lodge
i just turned up the movement speed by a lot and clamped the x velocity
and it works
wut