I used OnCollisionEnter like this:
private void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.CompareTag("Enemy")
||
_rb.IsTouchingLayers(LayerMask.GetMask("Hazards")))
Die();
}
…and haven’t had any of the problems from the video, like not being able to die from the spikes or if you jump on top of the enemy. So I think it’s an easier and a more elegant solution than using bool isAlive
, but nevertheless it was cool to see another way of handling player’s death