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Question by LAiKA787SV · Oct 29, 2012 at 10:06 AM · raycastcollideraicharactercontroller

Character Controller can pass through Collider

I made an AI with Character Controller inside. But sometimes, t$$anonymous$$s character controller can pass through Walls (Box Collider) and House (Mesh Collider).

t$$anonymous$$s the script for AI.JS

 function FollowPlayer(){
     status = AIStatus.Running;
     transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(ply.position - transform.position), rotateSpeed * Time.deltaTime);
     transform.rotation.eulerAngles.x = awakeRot.eulerAngles.x;
     transform.rotation.eulerAngles.z = awakeRot.eulerAngles.z;
     //transform.position.y = awakePosY;
     
     if(Vector3.Distance(transform.position,ply.position) >= attackRange ){
         transform.position += transform.forward * runSpeed * Time.deltaTime;
         animation.CrossFade(animations[1].name);
     }else AttackPlayer();
 }

Oh Yea, sometimes, the character controller can fly (not grounded). Can anybody help me ? Do i need to use Raycast mode ?

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Answer by fafase · Oct 29, 2012 at 10:12 AM

For the flying issue you would need to add a constant gravity system.

 var gravity : float = 20.0;

 private var moveDirection : Vector3 = Vector3.zero;
 function Update() {
     var controller : CharacterController = GetComponent(CharacterController);
     //other movements
     moveDirection.y -= gravity * Time.deltaTime;
 
     controller.Move(moveDirection * Time.deltaTime);
 }

For the passing through, I would t$$anonymous$$nk if your NPC has a CC, use it. Move the guy from it.

At the very last line of t$$anonymous$$s page http://unitygems.com/memorymanagement/ you can download a project that uses a script that would be pretty much do what you need. That is target a position and move the object towards it with CC.

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