Comments (6)
I have the same problem, did you try to reduce skin width ?
from charactercontroller2d.
I did, but it does not really solve the problem, just make the rising up much slower.
Debug.Log while the black one is stuck with no input:
[CharacterCollisionState2D] r: False, l: False, a: False, b: True, movingDownSlope: False, angle: 0, wasGroundedLastFrame: True, becameGroundedThisFrame: False
And when i press Jump:
[CharacterCollisionState2D] r: False, l: False, a: True, b: False, movingDownSlope: False, angle: 0, wasGroundedLastFrame: True, becameGroundedThisFrame: False
Although the player is stuck, collisionState only points out whether it's colliding below, another thing is while the player is actually still rising but isGoingUp return false so the else condition in
if( isGoingUp ) {...} else { deltaMovement.y += _skinWidth; collisionState.below = true; }
is called.
So I think the solution is to either deal with the RayCasting or the if-else condition. Hope you can figure out one soon.
from charactercontroller2d.
What are the colliders on those blocks? Edge colliders?
from charactercontroller2d.
i have just boxcollider2d
from charactercontroller2d.
mine is also BoxCollider2D, these blocks' layer is set to Platform Mask too.
from charactercontroller2d.
i've just come up to the same problem again.
If you don't have slopes, as workaround you can try set slope limit to zero.
from charactercontroller2d.
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from charactercontroller2d.