Quick answer: Unity AreaEffector2D / PlatformEffector2D pushing the wrong way? Force angle is local degrees from +X, and rotated objects rotate the local axis. Set useGlobalAngle = false consciously.
A wind area pushes left when you expected right. The effector’s force angle is correct in world space, but the GameObject is rotated 180°.
Local vs Global Angle
AreaEffector2D’s useGlobalAngle flag: true means the angle is world-relative; false means it’s relative to the GameObject’s rotation. Flipping the GO with the wrong setting reverses the push.
Force Magnitude vs Direction
Negative magnitude pushes opposite to the angle — useful for “suction” effects but trips people up when toggling. Prefer positive magnitude + rotated angle.
PlatformEffector2D Side Friction
PlatformEffectors limit collision to one side. Their surfaceArc determines the “top” in degrees from +Y; rotate the platform and the arc rotates with it.
Verifying
Bodies entering the area accelerate in the intended direction at the intended magnitude. Rotating the area rotates the push consistently.
“Effector direction = local + GameObject rotation. Pick global or local angle deliberately.”
Visualize the force direction with a gizmo line in OnDrawGizmos — flipped effectors become instantly obvious in the scene view.