Game Development Reference
In-Depth Information
3.
Set the same new
Platform
tag as the tag to the
Platform
object.
4.
Create a new empty GameObject and name it
SceneryToggler
.
On
Scenerytoggler
, add a
Box Collider 2D
component and make the
SceneryToggler
object a child of the
Player
object. The
SceneryToggler
object is going to be used for the player to know what it collided against
in the scene.
5.
Set the
Size
property for the
Box Collider 2D
component of
SceneryToggler
to be about
X: 0.74
,
Y: 0.06
.
6.
With the position of
SceneryToggler
at
X:0
,
Y:0
and the
Center
fields
as
X: 0
,
Y: 0.03
, the collider should be at the bottom of the player.
Make sure that the collider is below and completely covers the feet area
of the player, and goes below the feet area as well.
7.
Also, make sure that the
Is Trigger
property in the
Box Collider 2D
section
is checked.
What you should now have is a rectangular collision box that stretches out below the
player object's colliders, as shown in the following screenshot. Here, you can see the
big collider around the player and the new
SceneryToggler
box at the base of the
player sprite:
We have created a unique collider mesh. The reason we use a second Box Collider 2D
component to check what we're touching below the player is because the player's box
collider is smart enough to not intersect with the platform's box collider. The result is
that the
OnTriggerEnter2D
of the
SceneryToggler
object will never toggle if we rely
on the player's box collider—which is a good thing, because we want those collisions
to be accurate!