2D Physics objects not colliding correctly

I have a top down space ship game i’m working on. Both objects have 2D physics behaviour, Health and Fire Bullet behaviour.

All the movement is Physics2D based.

As you can see the collision isn’t working. Is there something I’m missing?

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The Physics collision mask is not the same as the sprite collision mask. Make sure you have the correct one in the physics behaviour

Also, has the either of the objects been scaled?

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Thanks for the reply.

I have now made the Sprite Collision and the Physics collision as a rectangle, on both objects and the same thing happens.

I did scaled in the beginning, but saw on the forums that causes problems with the physics engine, so I removed it.

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I don’t know of any problem with scaling Physics2 collision masks. They actually scale automatically if the mask dimensions are 0. If they are not 0 or you are using a polygon, then you just need to use the “shape scale” action.

I think we need to see your events

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Just thought I’d put everything (I think is relevant).

Be gentle, I’m just starting out. So figuring out the controls as I’m going, that’s why they’re direct key presses on the one, and a variable on the other.

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Oops, posted the wrong pic. i can only post 1 cus i’m new here.

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Okay, I figure out the issue.

I moved my CENTER point to where I wanted the rotational pivot to be, and that made the collisions be goofy.

Is there a way I can change the pivot point by any other means?

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Can you show us the physics2 settings for the sword?

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