![]() The engine supports Unity’s native 2D colliders to define the bounds of each object. What you’ll want to achieve is as few raycasts as possible (for performance reasons, even though raycasts are not really an issue these days), but with raycasts close enough to each other that no platform/enemy/whatever could fit between two raycasts (and in this case wouldn’t be detected by the engine). Their number really depends on the size of your character. ![]() If you add more layers, or change these, make sure to replicate these changes on your characters.įrom the inspector you can also customize the raycasts.
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