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Question by Spero78 · Feb 04, 2013 at 03:55 PM · collisionraycastcharacter controller

Creating custom character controller collision checking

I am currently working on a custom character controller, currently am trying to use a ray cast to check is the capsule collider is touching the ground to adjust angles for walking up slopes and to make the character fall, is there a better way of doing this?

I need the character to be able to rotate, rather than having X and Z rotation locked.

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avatar image Loius · Feb 04, 2013 at 04:02 PM 0
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Could certainly clarify certain cast-checks charted; Character Controller currently checks collision capsulized.

It's generally very difficult to get a CharacterController to behave when its Y axis doesn't align to World-Y. This sort of question comes up a lot, and there are lots of discussions on it. For searching purposes, gravity is also involved pretty frequently.

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