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Question by Major · Jan 05, 2015 at 08:09 AM · collisionrigidbodycollidertransformmechanim

Multiple Colliders With Mechanim

I am trying to make a mechanim controller that has colliders attached to each of the body parts along with the rigidbodies (set to kinematic if the player isn't dead) and character joints. The problem is that if I have any of the colliders besides one, enabled at the same time as the mechanim controller, the player floats a away in a random jittered way. I really need these colliders to have realistic damage models for my characters. Is there any way to fix this? Thanks!

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avatar image kevinspawner · Jan 05, 2015 at 09:24 AM 0
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it is hard to help unless you explain the project hierarchy.

avatar image Major · Jan 05, 2015 at 05:15 PM 0
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Basically what I have is a basic humanoid with bones to control the head, arms, torso, legs and, feet. The root of the character has a capsule collider for collisions with objects and the ground. Under that root there are the armatures, those armatures also has rigidbody, a collider, and a character joint. If at any time I have the animator enabled and all of those colliders for the bones enabled the mechanim character floats away in a jittered pattern.

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Answer by Major · Jan 30, 2015 at 01:35 PM

Simply need to add some collier layers and set what they collide with appropriately.

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