Conflicting Collisions


Author: Dane Carroll

Posted On 8/22/2024


Development was going along as normal until suddenly events started triggering out of place. I had written code for the enemy to do new functionality but had found that it was triggering when I wasn't expecting it. The collider that triggered the event was triggered by the capsule component used for collision on the enemy itself.  The capsule component could generate overlap events and it was triggering the events used to detect walls. We had the opposite problem on the level geometry itself. However, we found an easy fix. We had to ensure both objects were marked for overlap events.

Eventually, we ran into a new problem. Everyone's collision components were reacting with each other. We had to put collision on appropriate collision profiles so that we could all do our work without disrupting each other's collision and causing random events. To add to this smorgasbord of collision problems, I found that my enemies were hitting a coin and then bouncing downwards. I checked the capsule component to confusingly find out that it was set to OverlapAll. I tried fixing the collision profile, but it didn't fix my issue. After a while of head-scratching, I eventually found that someone had clicked "Block All" on the sprite component of all things.

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