I created an animated sprite. How do i stop it from colliding with itself, so it can go across the screen?

using UnityEngine;
using System.Collections.Generic;
public class Walking : MonoBehaviour
    public float maxSpeed = 10f;
    bool facingRight = true;
    Animator anim;
    bool grounded = false;
    public Transform groundCheck;
    float groundRadius = 0.2f;
    public LayerMask whatIsGround;
    public float jumpForce = 700f;
    bool doubleJump = false;

    void Start()
        anim = GetComponent<Animator>();


    void FixedUpdate()
        grounded = Physics2D.OverlapCircle(groundCheck.position, groundRadius, whatIsGround);
        anim.SetBool("Ground", grounded);
        if (grounded)
            doubleJump = false;
        anim.SetFloat("vSpeed", GetComponent<Rigidbody2D>().velocity.y);
        if (!grounded) return;
        float move = Input.GetAxis("Horizontal");
        anim.SetFloat("Speed", Mathf.Abs(move));
        GetComponent<Rigidbody2D>().velocity = new Vector2(move * maxSpeed, GetComponent<Rigidbody2D>().velocity.y);
        if (move > 0 && !facingRight)
        else if (move < 0 && facingRight)
    void Update()
        if ((grounded || !doubleJump) && Input.GetKeyDown(KeyCode.Space))
            anim.SetBool("Ground", false);
            GetComponent<Rigidbody2D>().AddForce(new Vector2(0, jumpForce));
            if (!doubleJump && !grounded)
                doubleJump = true;
    void Flip()
        facingRight = !facingRight;
        Vector3 theScale = transform.localScale;
        theScale.x *= -1;
        transform.localScale = theScale;

    void OnTriggerEnter2D(Collider2D other)


I can’t see any code that could explain a sprite colliding with itself. Is there maybe a double loop somewhere that calls OnTriggerEnter2D for each pair of sprites?

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