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Question by HugoHoskins · Jul 03, 2015 at 06:55 AM · charactercontrolleraddforcefps controlleraddexplosionforce

Adding force to grounded/idle RigidbodyFPSController

Hi all,

I'm currently working on a FPS with a RigidbodyFPSController.

I want explosions to push the player away should they get too close, but I'm having trouble with this. While AddExplosionForce works when the player is jumping or moving, when they are standing still, no force will be added and the player will just stay motionless.

I had a look around in the RigidbodyFirstPersonController script, but can't seem to figure out a way to change this. Does anyone have any ideas? Thanks!

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avatar image HugoHoskins · Jul 02, 2015 at 12:43 PM 0
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That thread does not contain an answer to my question. In fact, much of the information on that page is very outdated.

avatar image SaraCecilia · Jul 03, 2015 at 06:57 AM 1
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I'm going to try to re-publish this one, bear with me. Sorry for providing outdated info.

avatar image HugoHoskins · Jul 06, 2015 at 04:21 AM 0
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Thank you! I'm sorry if I seemed rude, I was just frustrated at the time.

avatar image SaraCecilia · Jul 06, 2015 at 09:08 AM 0
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No worries, glad you found the solution :)

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Answer by HugoHoskins · Jul 06, 2015 at 05:37 AM

Eventually found the line I needed to comment out to make this work...

m_RigidBody.Sleep();

comment that out, and everything works dandy.

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