When using a character controller for the player, can other colliders be used alongside the character controller?

An example of what I mean can be found in shooter games, where the player could have a collider for the head, arms, legs, and/or torso. If the player is hit on the head collider, they may take double damage.

What I currently understand about the character controller is that you use the charactercontroller.move function to move the player and have them collide with other objects. So what I want to learn is if other colliders can be used alongside or in tandem of the character controller? How do I prevent these “extra” colliders from colliding with the wrong thing? (For clarity, if a projectile, like an arrow, was to hit the player, I would want the arrow to only be able to hit the extra colliders, like a collider set for the head or torso, and not the character controller collider or the collider used for the character controller.) How do I accomplish this?

lots of different ways for that, heres 2

make capsule collider that the character uses small, - like a disk on the ground, then you’ll get your basic locomotion stuff from that, then put more colliders where you want them and have each set up in a central controller which allows calculation of the damage to different parts.

so a custom controller has a 'leftArm, rightArm, Head, Torso, leftLeg, rightLeg as a bunch of inputs for damage, and if a collider hit is triggered on any of those colliders, they tell the custom controller, it calcs the damage.

another option is to use layer masks to have one big collider for the entire character, but that is ignore by all ray casting from weapon objects (or just layer test in every collision test). you still want the big collider to register interaction with other physical objects, so that will give you a useful play envelope. Then, like before, you have a lot of little colliders on other parts of the body, and they are on a ‘hittable’ layer mask for weapon objects. Again, you have a central controller that takes hit information and calculates that based on what was hit. you could have things like sand to the face does blinding damage, but sand to the leftLeg is ignored. but a lazer to anything is burning damage etc… layer masking could allow some very interesting layed effects (pun intended :D)