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Question by WateryVortexProductions · Dec 10, 2019 at 01:45 PM · collisionrigidbodychild object

Prevent character equipment from clipping through walls using physics

I am making a first person horror. The player has a flashlight which I made in blender. The flashlight was passing through walls even though there was a mesh collider, so i added a rigidbody to the flashlight and turned use gravity off. When I tested it out by walking into a wall, The torch flew off and went crazy.

The flashlight was a child of the camera attached to the player. The torch sometimes stopped in the air , but still rotated in place and would continue to move with the camera.

Does anyone know how to solve this?

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Answer by lgarczyn · Dec 10, 2019 at 07:02 PM

That's not how things work.

A MeshCollider won't stop your object from going through walls, it will just stop other non-kinematic rigidbodies from passing through.

A rigidbody will add velocity and physics capacities to your object. But it shouldn't be inside a moving object, or it just won't know what to do. Your flashlight likely should not be a rigidbody.


There are many ways to fix this:

  1. Always render your character last, like in most FPS. That means that even if your flashlight should clip through the wall, it will appear in top of it. The only problem is that your flashlight will appear smaller if you stand in front of a wall, and that the light source may clip through the wall.

  2. Increase the size of your character collider so that they can't get that close to a wall.

  3. Use inverse kinematics to make your character's arms pull closer if they get close to a wall.

  4. Make the light a non-kinematic rigidbody attached to a kinematic rigidbody on your hand. The only way to attach them will be a Joint, designed to break if you hit a wall.

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