C# 2d标准资产预制角色机器人男孩跳进boxCollider

C# 2d标准资产预制角色机器人男孩跳进boxCollider,c#,unity3d,C#,Unity3d,我正在使用标准2d资源学习如何使用Unity开发2d游戏,我将一个精灵放置在box-collider-2d中,然后选择默认的标准资源CharacterRobotBoy进行处理 但是我发现,如果我跳下去,角色很可能会跳进原本打算用作地面的精灵,但这不会每次都发生。希望能得到一些帮助 发现难以描述的问题并上传至youtue 编辑 将根据需要从演示资源粘贴脚本 文件PlatformerCharacter2D.cs using System; using UnityEngine;

我正在使用标准2d资源学习如何使用Unity开发2d游戏,我将一个精灵放置在box-collider-2d中,然后选择默认的标准资源
CharacterRobotBoy
进行处理

但是我发现,如果我跳下去,角色很可能会跳进原本打算用作地面的精灵,但这不会每次都发生。希望能得到一些帮助

发现难以描述的问题并上传至youtue

编辑 将根据需要从演示资源粘贴脚本

文件
PlatformerCharacter2D.cs

  using System;
    using UnityEngine;

    namespace UnityStandardAssets._2D
    {
        public class PlatformerCharacter2D : MonoBehaviour
        {
            [SerializeField] private float m_MaxSpeed = 10f;                    // The fastest the player can travel in the x axis.
            [SerializeField] private float m_JumpForce = 400f;                  // Amount of force added when the player jumps.
            [Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f;  // Amount of maxSpeed applied to crouching movement. 1 = 100%
            [SerializeField] private bool m_AirControl = false;                 // Whether or not a player can steer while jumping;
            [SerializeField] private LayerMask m_WhatIsGround;                  // A mask determining what is ground to the character

            private Transform m_GroundCheck;    // A position marking where to check if the player is grounded.
            const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
            private bool m_Grounded;            // Whether or not the player is grounded.
            private Transform m_CeilingCheck;   // A position marking where to check for ceilings
            const float k_CeilingRadius = .01f; // Radius of the overlap circle to determine if the player can stand up
            private Animator m_Anim;            // Reference to the player's animator component.
            private Rigidbody2D m_Rigidbody2D;
            private bool m_FacingRight = true;  // For determining which way the player is currently facing.

            private void Awake()
            {
                // Setting up references.
                m_GroundCheck = transform.Find("GroundCheck");
                m_CeilingCheck = transform.Find("CeilingCheck");
                m_Anim = GetComponent<Animator>();
                m_Rigidbody2D = GetComponent<Rigidbody2D>();
            }


            private void FixedUpdate()
            {
                m_Grounded = false;

                // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
                // This can be done using layers instead but Sample Assets will not overwrite your project settings.
                Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
                for (int i = 0; i < colliders.Length; i++)
                {
                    if (colliders[i].gameObject != gameObject)
                        m_Grounded = true;
                }
                m_Anim.SetBool("Ground", m_Grounded);

                // Set the vertical animation
                m_Anim.SetFloat("vSpeed", m_Rigidbody2D.velocity.y);
            }


            public void Move(float move, bool crouch, bool jump)
            {
                // If crouching, check to see if the character can stand up
                if (!crouch && m_Anim.GetBool("Crouch"))
                {
                    // If the character has a ceiling preventing them from standing up, keep them crouching
                    if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
                    {
                        crouch = true;
                    }
                }

                // Set whether or not the character is crouching in the animator
                m_Anim.SetBool("Crouch", crouch);

                //only control the player if grounded or airControl is turned on
                if (m_Grounded || m_AirControl)
                {
                    // Reduce the speed if crouching by the crouchSpeed multiplier
                    move = (crouch ? move*m_CrouchSpeed : move);

                    // The Speed animator parameter is set to the absolute value of the horizontal input.
                    m_Anim.SetFloat("Speed", Mathf.Abs(move));

                    // Move the character
                    m_Rigidbody2D.velocity = new Vector2(move*m_MaxSpeed, m_Rigidbody2D.velocity.y);

                    // If the input is moving the player right and the player is facing left...
                    if (move > 0 && !m_FacingRight)
                    {
                        // ... flip the player.
                        Flip();
                    }
                        // Otherwise if the input is moving the player left and the player is facing right...
                    else if (move < 0 && m_FacingRight)
                    {
                        // ... flip the player.
                        Flip();
                    }
                }
                // If the player should jump...
                if (m_Grounded && jump && m_Anim.GetBool("Ground"))
                {
                    // Add a vertical force to the player.
                    m_Grounded = false;
                    m_Anim.SetBool("Ground", false);
                    m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
                }
            }


            private void Flip()
            {
                // Switch the way the player is labelled as facing.
                m_FacingRight = !m_FacingRight;

                // Multiply the player's x local scale by -1.
                Vector3 theScale = transform.localScale;
                theScale.x *= -1;
                transform.localScale = theScale;
            }
        }
    }
using System;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;

namespace UnityStandardAssets._2D
{
    [RequireComponent(typeof (PlatformerCharacter2D))]
    public class Platformer2DUserControl : MonoBehaviour
    {
        private PlatformerCharacter2D m_Character;
        private bool m_Jump;


        private void Awake()
        {
            m_Character = GetComponent<PlatformerCharacter2D>();
        }


        private void Update()
        {
            if (!m_Jump)
            {
                // Read the jump input in Update so button presses aren't missed.
                m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
            }
        }


        private void FixedUpdate()
        {
            // Read the inputs.
            bool crouch = Input.GetKey(KeyCode.LeftControl);
            float h = CrossPlatformInputManager.GetAxis("Horizontal");
            // Pass all parameters to the character control script.
            m_Character.Move(h, crouch, m_Jump);
            m_Jump = false;
        }
    }
}

你的角色是否也包含刚体2D?是的,它包含刚体2D。你可以分享你使用的跳转脚本吗?嗨,Ido,谢谢你的回复,我刚刚根据需要为玩家粘贴了脚本。作为记录,我只是使用Unity IDE附带的标准2d断言,您可能会在自己的环境中找到并测试它,因为我真的不知道如何清楚地描述这个问题:-(发生的情况是地面不够高,着陆的力很强,它实际上穿过了地面而没有后退,试着增加地面对撞机的高度