Guides Physics 2D Effectors Create a 2D Effector in the Editor

Physics 2D Effectors 1 min read Updated Apr 2026

Create a 2D Effector in the Editor

Use an effector when the collider should enforce a gameplay rule beyond a normal solid collision.

For one-way platforms, use PlatformEffector2D.

Add the Collider First

Start with the object that should own the collision rule.

Typical setup:

  1. Create the platform object.
  2. Add a BoxCollider2D.
  3. Add PlatformEffector2D.

The effector belongs on the platform, not on the player.

Where to Add It

Select the platform object, then add the effector from:

  • Component > Physics
  • or the Inspector add menu

Set Up a One-Way Platform

For a jump-through platform:

  1. Keep Use One Way enabled.
  2. Start with the default Surface Buffer.
  3. Place the platform above a reachable jump path.
  4. Test approaching it from below and from above.

The normal goal is:

  • pass upward through the platform
  • land on the platform from above

Tune Surface Buffer

Surface Buffer changes how forgiving the top-surface acceptance feels.

If the platform catches movement too aggressively, reduce the guesswork by tuning one value at a time and retesting.

Open the Sample Scene

If you want a scene built specifically for inspecting effector behavior, open:

samples/Platformer/Assets/Scenes/Effectors2D.scene.json

That scene includes:

  • a controllable probe with camera follow
  • a one-way platform section
  • a surface effector conveyor
  • an area effector wind zone
  • a point effector field
  • a buoyancy pool with a swim-out exit on the right

It is meant to be played, not just viewed. Move through the scene and feel what each effector changes.

For a gameplay example, open:

samples/Platformer/Assets/Scenes/Level1.scene.json

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