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You have to be prepared to avoid collision when the player is in dodging state even it it's not in collision / OnCollision(). Put a lineblock like below on the Update():

if (isDodging) { Physics.IgnoreCollision(GameObject.FindWithTag("Enemy").GetComponent<Collider>(), GetComponent<Collider>(), true); } 

You have to be prepared to avoid collision when the player is in dodging state even it it's not in collision / OnCollision(). Put a line like below on the Update():

if (isDodging) { Physics.IgnoreCollision(GameObject.FindWithTag("Enemy").GetComponent<Collider>(), GetComponent<Collider>(), true); } 

You have to be prepared to avoid collision when the player is in dodging state even it it's not in collision / OnCollision(). Put a block like below on the Update():

if (isDodging) { Physics.IgnoreCollision(GameObject.FindWithTag("Enemy").GetComponent<Collider>(), GetComponent<Collider>(), true); } 
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You have to be prepared to avoid collision when the player is in dodging state even it it's not in collision / OnCollision(). Put a line like below on the Update():

if (isDodging) { Physics.IgnoreCollision(GameObject.FindWithTag("Enemy").GetComponent<Collider>(), GetComponent<Collider>(), true); }