2D Toolkit Forum

2D Toolkit => Support => Topic started by: JBabz on July 18, 2013, 04:47:01 am

Title: Circle Colliders
Post by: JBabz on July 18, 2013, 04:47:01 am
Obviously, I'm a noob, so I just kind of want to get past that, forgive my ignorance.

So, this is my situation:
I've got this nice little circle collider around my top-down character, and all that I want it to do is have him collide into walls.
So, I'm using the Unity Sphere Collider, and it automatically is making this dude spin like a bowling ball whenever he slides against walls (along with some other physics-related unintended side effects).

Anybody know a decent alternative solution or fix?

-your dearest friend,

joe.
Title: Re: Circle Colliders
Post by: unikronsoftware on July 18, 2013, 10:08:07 am
Have you constrained position and rotation?
http://docs.unity3d.com/Documentation/Components/class-Rigidbody.html

You should disable position & rotation on the axes you don't need.
Title: Re: Circle Colliders
Post by: JBabz on July 18, 2013, 03:48:21 pm
Yes, actually. However, when I move my character into a mesh collider for long enough, he "breaks" and starts spinning extremely rapidly. It's wierd. :P
Title: Re: Circle Colliders
Post by: fsadeq on July 18, 2013, 03:58:35 pm
Try using a CharacterController instead. That will work just fine for a top-down.
Title: Re: Circle Colliders
Post by: JBabz on July 18, 2013, 04:41:41 pm
I'll try that tonight. Thanks a ton for all the help.