Level Editor - Pausing Enemies #37
Labels
bug
Something isn't working
enemy ai
Anything related to the logic and behaviour of monsters
level editor
Anything related to the level editor
unity engine
Anything related to Unity Engine itself
Each ground tile has 1 BoxCollider2D
In the below images, the hollow running to the right (runs towards the player), stops as if it hit a wall to the right.
Sure, if the right ground tile was higher in elevation, even by a pixel, the box collider would instantly stop.
But this is not the case, as you can see in the images below.
Since the colliders are at the exact same height/elevation, I think it is a Unity Engine bug.
For now, I did a disgusting hack, which is:
if (level editor && not satyr) sidewalled = false;
Optimally, I would merge the ground tiles in the level editor, which would result in great performance too.
But dont collision meshes merge by default, when they are marked/tagged as static? -_-
P.S.
GroundCollision
attached to every enemy, has nothing to do with sidewall, because it exists exclusively to check if grounded. Child's trigger collider certainly doesn't trigger parent's normal collider. tl;dr: The bug is located inEnemyBehaviour
and that same gameobject's collider.The text was updated successfully, but these errors were encountered: