I'm making a 2D game where the player moves left and right while dodging falling objects, I put triggers so it doesn't leave the screen but sometimes when it collides with these triggers it passes this collider. I sent an image of the colliders, the Player inspector and also a collider.
Here my Player code
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Ball : MonoBehaviour
{
public bool isRight;
public float speed;
public Transform pointR;
public Transform pointL;
Rigidbody2D rb;
private SpriteRenderer sprite;
private float maxSpeed;
[Header("PowerUps")]
public float force;
// Start is called before the first frame update
void Start()
{
rb = GetComponent<Rigidbody2D>();
sprite = GetComponent<SpriteRenderer>();
maxSpeed = 600f;
}
void Update()
{
if(Input.GetMouseButtonDown(0))
{
isRight = !isRight;
}
}
void FixedUpdate()
{
if(isRight)
{
rb.velocity = new Vector2(speed, 0);
rb.AddForce(rb.velocity,ForceMode2D.Force );
sprite.flipX = true;
if(rb.velocity.x >= maxSpeed)
{
rb.velocity = new Vector2(maxSpeed, 0);
}
}
else
{
rb.velocity = new Vector2(-speed, 0 );
rb.AddForce(rb.velocity, ForceMode2D.Force );
sprite.flipX = false;
}
}
void OnTriggerEnter2D(Collider2D collider)
{
if(collider.gameObject.tag =="ColliderL")
{
isRight = !isRight;
}
if(collider.gameObject.tag == "ColliderR")
{
isRight = !isRight;
}
// For PowerUps
if(collider.gameObject.tag == "SpeedUp")
{
StartCoroutine(Seconds());
}
}
IEnumerator Seconds()
{
rb.AddForce(rb.velocity * force);
yield return new WaitForSeconds(5f);
rb.AddForce(rb.velocity * -force);
}
}