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Question by eee2016 · Dec 28, 2016 at 08:54 AM · character controller

Floating Third Person Controller

I imported Third Person Controller from Unity Standard Assets package. The character initially walked on the ground. As I added more game objects and scripts to the game, the character started 'floating' above the ground as soon as I hit play. Its transform is 0, 0, 0 when the game is not in play mode. I have tried commenting out parts of code in the Third Person User Control and Third Person Character scripts, and fiddling with the collider, but can't track down the root cause.

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avatar image lenorew · Aug 02, 2017 at 06:40 PM 0
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I'm currently having this issue. Did you find a solution?

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Answer by Eggtooth · Aug 16, 2017 at 12:51 PM

Set Check ground distance to 1 or more. If you have added more objects to the game, or character, Layers are messed up. If you have ragdoll, make sure ragdoll colliders are on separate layer, different from player controller collider.

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Answer by DavidSarre · Aug 16, 2017 at 12:50 PM

@eee2016 Did you had navmesh agents and navmesh? Because I had the same issue. When you bake the navmesh make sure to tick the "Height Mesh" box in the "advanced" options in bake panel. If you don't do that, you'll see that the blue layer on the ground is floating above the ground and so are all your navmeshagents.

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avatar image MostHated · Dec 26, 2017 at 07:48 AM 0
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Thank you so m uch for this! I was trying for hours to figure out what was wrong. Once I rebaked my navmesh with height mesh everything was fine. : D

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Answer by felix_of_mars · Dec 29, 2016 at 01:14 PM

Check the ground check distance, the one in the prefab is set to 0.3 but the variable is set to 0.1 in the script which causes the character to constantly think it is falling.

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