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Question by mcconrad · Jan 05, 2014 at 07:33 PM · physicsrigidbodycolliderscollision detection

Player with RB + capsule collider can easily penetrate ALL kinds of primitive colliders. What do I do to fix this?

My player has a RB with mass of 1, is NOT moving at extraordinary speeds, has physics set to lowest possible distance for collision detection penalty, has continuous detection, and yet can still almost effortlessly walk, run, and jump through colliders (mesh & primitives) like they didn't exist. She can also slide up (near) vertical terrain colliders even with gravity on. PLEASE give me suggestions on how to fix this. i have read every solution i could (from the "don't go thru me" script to adding a negative transform.forward force with raycasting, but nothing is working well enough).

thanks!

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avatar image AlucardJay · Jan 06, 2014 at 01:11 PM 0
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Are you applying movement by modifying the rigidbody velocity (.velocity, AddForce, $$anonymous$$ovePosition ?), or modifying the transform position?

avatar image mcconrad · Jan 06, 2014 at 01:38 PM 0
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it is receiving motion via the Animator/animation clips using rb.position += a.deltaPosition * moveSpeed; at all times the player is moving which usually is stopped by colliders, however the problem parts occur when a particular animation is triggered (evading) which allows the player to go right through all colliders. in the controller script for that section, however, is nothing out of the ordinary which should allow that.

avatar image mcconrad · Jan 06, 2014 at 03:22 PM 0
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I have done some more testing and there is a small but consistent difference when doing the evade animation into a collider with “normals” facing out. I say “normals” with “” because colliders don’t really have those, but the translation arrows pointing out effectively mean the same thing. The animation clip still lets the player go through the collider, but when the “normals” are out there is a physics hesistation (i.e. it stops movement briefly) before the player can go through.

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Answer by mcconrad · Jan 06, 2014 at 03:52 PM

it seems like the root motion of the animation clip itself is the culprit and is allowing the player to bypass some physics detection during the animation, but i have no idea how to fix it... thanks to @RobinS for help tracking the cause

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Answer by NikoBusiness · Jan 06, 2014 at 10:29 AM

check if the kinematic boolean is true if its true make it false

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avatar image mcconrad · Jan 06, 2014 at 01:04 PM 0
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at no point does the player become kinematic during these events; i wish it were that simple. ;-)

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