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Question by Bibrosko · May 09, 2019 at 04:58 PM · physicsrigidbodycharactercontrollergravitycharacter controller

FPS Character Controller with the push DOWN rigidbodies ability

Hi there, I know it's a very popular topic already discussed everywhere but i couldn't find the proper way to implement it correctly.

I have: - a "platform" gameObject which has all the translation constraints freezed so it allows only the rotations on all 3 axes. - the default FirstPersonCharacter (not rigidbody)

i need to make the platform to react when the player steps onto it, so that the platform rotates and the player falls down.

the actual result is not far from the desired behavior: the platform can eventually moves down but too slow, this gives the player the ability to cross over and reach the next platform without falling down..

i tried the "push rigidbodies" script found on the manual, but it doesn't take in consideration the Y movements.

i also tried the "physics materials approach" making the frictions between platforms to zero, but nothing relevant happened.

With the FPS rigidbody prefab it works perfectly, but it gives me other undesired problems so i prefer to stick to the kinematic version.

i tried also a workaround solution by adding a new capsule game object with a rigidbody and a script to keep always in the same place of my character. it works as desired but i doubt it's a performance friendly approach.

does anyone can suggest me a working solution?

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avatar image Vivek-Savsaiya · Feb 15, 2020 at 01:51 AM 0
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Did you found any workaround ? I am finding exactly similar thing, IsGrounded Boolean in CharacterController might be holding them to Y axis. did you get chance to find any working solution with CharacterController ?

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