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Question by Bigproblem01 · Mar 25, 2017 at 08:21 PM · collisionrigidbodycharactercontrollerkinematicstep

Having issues with Rigidbody and CharacterController colision

Hi,

I have a player which has a character controller on it, and an enemy which has a capsule collider.

If I try to collide with the enemy with this setup then it all works fine, no matter at which angle I collide and at what speed, it'll always detect the collision and stop the player. But I know that it's bad to move a collider without a rigidbody so I put a kinematic rigidbody on my enemy. When I do that, what starts happening is that if I run into the enemy at above certain speed (and it's not much) then the player just steps over it, as if the collider is too low or something. I tried setting my CharacterController's step offset to 0 and setting the collider of the enemy really high, but this behavior still occurs. If I remove the rigidbody component, then it works as I want it.

Anyone knows what causes this?

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Answer by Bigproblem01 · Mar 26, 2017 at 12:43 PM

Thank you for the info. I read the article and saw the plugin. I wouldn't necessarily want to buy it though because I'm using UFPS and I'm not sure at all that these two will be easily mergable.

Also, this problem seems to have been around for quite some time and it also is one of the most central things when it comes to games, I have very hard time believing Unity still hasn't resolved this in any way??

Anyone else can confirm this?

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avatar image Bigproblem01 · Mar 29, 2017 at 07:24 PM 0
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see the answer to the problem here

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Answer by imaginationrabbit · Mar 25, 2017 at 09:00 PM

Its an issue with the Character Controller as described and shown here article link

I created my own rough fix for it here github link

I wasn't able to get it working smoothly myself so I switched to a rigidbody controller by using this asset asset store link

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