I recently started using Unity2D and put together a simple character controller with a rigidbody and colliders. The way it is set up now is a circle collider for the feet and a box collider for the rest of the body. The reason I did this is a box collider on the feet causes the character to sometimes get stuck moving across tiles. The problem I am trying to fix happens when the character is pressed against a wall. While moving horizontally into a wall gravity and jumping seem to have no affect. He gets stuck in the wall. I believe it has something to do with friction because when I set the block material to 0 friction he no longer has this problem. However, when I do this he becomes slippery enough to slide off the edge of blocks because of the circle collider on his feet. Any suggestions/fixes would be much appreciated.
public class SpriteController : MonoBehaviour {
public float maxSpeed = 2f;
bool facingRight = true;
Animator anim;
bool grounded = false;
bool swimming = false;
public Transform groundCheck;
float groundRadius = 0.05f;
public LayerMask whatIsGround;
public float jumpForce = 700f;
public float swimForce = 10f;
public PhysicsMaterial2D myMaterial;
void Start ()
{
anim = GetComponent<Animator> ();
}
void FixedUpdate ()
{
grounded = Physics2D.OverlapCircle (groundCheck.position, groundRadius, whatIsGround);
anim.SetBool ("Ground", grounded);
anim.SetFloat ("vSpeed", rigidbody2D.velocity.y);
float move = Input.GetAxis ("Horizontal");
anim.SetFloat ("Speed", Mathf.Abs (move));
rigidbody2D.velocity = new Vector2 (move * maxSpeed, rigidbody2D.velocity.y);
if (move > 0 && !facingRight)
Flip ();
else if (move < 0 && facingRight)
Flip ();
}
void Update()
{
Spin();
if (grounded && Input.GetKeyDown (KeyCode.Space))
{
anim.SetBool ("Ground", false);
rigidbody2D.AddForce(new Vector2(0, jumpForce));
}
else if(swimming && Input.GetKey (KeyCode.Space)) rigidbody2D.AddForce(new Vector2(0, swimForce));
}
void Spin()
{
if(Input.GetKeyDown ("f")) anim.SetBool("Spin", true);
if(Input.GetKeyUp ("f")) anim.SetBool("Spin", false);
}
void Flip()
{
facingRight = !facingRight;
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
void OnTriggerEnter2D(Collider2D collider)
{
if (collider.gameObject.tag == "Water") {
rigidbody2D.drag = 15;
swimming = true;
grounded = false;
}
}
void OnTriggerExit2D(Collider2D collider)
{
if (collider.gameObject.tag == "Water"){
rigidbody2D.drag = 0;
swimming = false;
}
}
}