Currently, if two attractor triggers are on top of each other, and since OnTriggerEnter2D is used, the attractor of the body in the overlapping region will be unpredictable (might be attractor A or attractor B at any arbitrary time).
The current alternative to this is, obviously, to not allow two attractor triggers to overlap. However, if a concise physical interaction is found in such situation, this will unlock lots of different in-game attractors arrangements and simplify the trigger area adjustment process.
Currently, if two attractor triggers are on top of each other, and since OnTriggerEnter2D is used, the attractor of the body in the overlapping region will be unpredictable (might be attractor A or attractor B at any arbitrary time).
The current alternative to this is, obviously, to not allow two attractor triggers to overlap. However, if a concise physical interaction is found in such situation, this will unlock lots of different in-game attractors arrangements and simplify the trigger area adjustment process.