#Help with Rigidbody and Rigidbody-based movement in my 2D Game

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cosmic fractal
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Long story short, basically I was making a game when the main mechanics, which makes a tile of my game check if the player is touching it or not. It is supposed to also check the player's information so that it can disable its colliders. It didn't work because I used the Transform movement method. Someone told me to use the Rigidbody2D movement method.

Which brings us to this question/problem. The problem is that even after I used the Rigidbody2D method, it seemed to make my game worse. Unity seems to be making invisible colliders that I didn't make. Take a look.

https://paste.ofcode.org/DM4Th4k23qgzL36CEV5cXF

Also I will post a Youtube video soon for more in-depth analysis.

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Nevermind

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Here's the video anyways.

cosmic fractal
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No one's going to help...?

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I mean, I'm not rushing anyone

cosmic fractal
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Um...

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So everybody asked me if all the cubes have Rigidbodies

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I said "yes" without checking

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Stupid past self

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Anyways, the answer is no

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All the cubes have a BoxCollider2D

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I don't know why Unity would make my game slow

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But hopefully when I build the game (export the game) it will be better

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I've heard that when you export your game, some glitches will disappear

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In a 3D game I worked on, when you restart the level, the lighting will not render.

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Everything will become dark

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But when I built my game (exported it), everything was fine

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Also exporting will make my games less laggy as seen by Brackey's videos on Rigidbodies

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In that video he took Unity and pushed it to the limits by putting thousands of rigidbodies into his game

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or "game"