Unity 2D: Interpolate object collision stuck

Hi Everyone,

I am working on a very basic test in Unity 2D. The problem I am having is when my sprite collides with the ground it is constantly checking the event, almost too frequently, so the sprite stays in limbo. It doesn’t have a chance to leave the ground as by the time it does the check tells it to turn around resulting it quickly going up and down. As shown in the below clip:

What I want is when contact is made the sprite needs to change it’s Y axis direction. Please see my code below.

void Update () {
    hitWall = Physics2D.OverlapCircle(wallCheckUp.position, wallCheckRadius, whatIsWall);
    if (hitWall)
    {
        moveUp = !moveUp;
    }

    if (moveUp)
    {
        transform.localScale = new Vector3(-1f, 1f, 1f);
        GetComponent<Rigidbody2D>().velocity = new Vector2(speed, GetComponent<Rigidbody2D>().velocity.x);
    }
    else
    {
        transform.localScale = new Vector3(1f, 1f, 1f);
        GetComponent<Rigidbody2D>().velocity = new Vector2(-speed, GetComponent<Rigidbody2D>().velocity.x);
    }
}

I have been stuck on this for days, help with this will save me going crazy.

If more information is needed please let me know.

The best way to incorporate it into your code would be to add a class-scoped boolean to track whether or not a collision had occurred in the previous frame, and ignore the collision if it does.

The other way to do so would be to check if the collider was above or below the object and set moveUp to the correct value based on that information instead of blindly switching it.