So, I have some platform with colliders and a character with a collider (everything in 2D). The problem is, while there is some noticeable effects (a certain push back) when the colliders collide, they actually intersect each other and can go through each other.. How can I actually put a collider that doesn't let anything pass, it just stands there like a brick wall against anything?
By the way, any enlightenment on the inner workings of the colliders behavior will be appreciative as I cannot understand how this could even happen.
Bellow I have the images showing the inspector of both the character and platforms/wall respectively.
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Also: I'm moving the character using transform.position += Vector3.right * speed * Time.deltaTime;
transform.position += ...
says "forget physics, just go to this exact position, no matter what colliders might be in the way". If you want to respect physics influences like collisions, you need to use theRigidbody2D
to process your movement, not theTransform
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