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 in EnemyBehaviour and that same gameobject's collider.
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.