![]() The only thing i could think is to check the "collision detection" (i think that's is what its called) drop down on both objects. that is new to me, and you are right, that SHOULD work out of the box no issues. But hey, might as well try it if you think it'll help. ![]() So if you were to move those into fixed Updates, it may seem jerky when objects push the player since it's on a different update han the controller. CharacterController won't have interpolation. Also, Rigidbody's can have interpolation turned on to smooth out their movements. Not for anything that collides into it.īecause of that, you can see charactercontroller is great for movement, but other moving objects give it problems since it only collides into the direction it's actively moving in.įor your second post, CharacterController and Rigidbody don't work together unfortunately, they go kind of crazy lol. Only works with OnControllerColliderHit() against objects it's currently moving into. If it's collider passes through an object (such as the object moving through it) it wll NO LONGER collide with that object. If it is not moving, it will NOT collide with anything. If it is moving forward, it will NOT collide with things that hit it's back or side. ![]() Collides against objects, ONLY in the direction it's currently moving. The collider itself can not be rotated in any way. Does NOT use any physics whatsoever, 100% player controlled. It's best suited for objects but doesn't have much control for players. Slides down hills however, since friction doesn't seem to do much. It can be used with physics forces/impulses, etc. Here's a few things I've discovered with the two. I've tried with a rigidbody in FixedUpdate, however I could not properly get it to replicate player movements with Forces (it slides all over), and using velocity seemed very buggy (slow movement, jittery on slopes, automatically slides down hills).Ĭan anyone help point me to a solution? Either with improving controller collisions, or how to make rigidbody behave like a human (able to run/change direction/stop quickly) without automatically sliding down slopes?īasically I would like to have full control of movement, with collision properly working.Ĭlick to expand.You may be mixed up with a Rigidbody. I've tried constantly having the controller vibrating just enough to get it checking for collisions, still passes through objects easily.Ģ. This makes interesting platforming puzzles near impossible.ġ. (Moving towards object, rotating object clips through player's knee, player passes right through) Not only that, but if any part of the object passes through the player as he's running into it, the entire player will run right through it. (Character not moving, collision does not trigger, all objects pass through) So it seems character controllers will ONLY do collision detection if they are moving, and they will only detect in the direction they are moving. Note: I've tried searching but can not find much relating to this problem.
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