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

Physics 2D Effectors 1 min read Updated Aug 2026

Create a 2D Effector in the Editor

This page covers 2D-only effectors.

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.

Build an Effector Test Scene

For a scene built specifically for inspecting effector behavior, create:

  • 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. Once each zone works in isolation, copy the setup into your real level and tune the values there.

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