Using OnCollisionEnter would solve all problems :D

I used OnCollisionEnter like this:

private void OnCollisionEnter2D(Collision2D collision)
        if (collision.gameObject.CompareTag("Enemy") 

…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 :thinking:

1 Like

Privacy & Terms