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Question by nanocba83 · Jul 03, 2018 at 05:29 PM · colliderscollision detection

Box colliders don't collide

I've added a box collider to my prefab but fighters can still pass through each other. isTrigger on both is set to false. The move animation moves the fighter i.e. I'm not altering the fighters' position through code, may that be the reason why it's not working?

Edit: adding a rigid body does seem to detect the collision but fighters don't react naturally when it happens. I just want to avoid passing through, don't want any physics acting upon them on collision.

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avatar image hexagonius · Jul 03, 2018 at 05:48 PM 0
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if the animator is driving their position, is he cofigured to use physics time step?

avatar image nanocba83 hexagonius · Jul 03, 2018 at 05:52 PM 0
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Thanks for commenting. I'm sorry to ask this, I'm new to Unity... where can I check that out?

avatar image nanocba83 hexagonius · Jul 03, 2018 at 05:59 PM 0
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It wasn't, but I configured it now and I'm still getting same results.

avatar image hexagonius nanocba83 · Jul 03, 2018 at 06:22 PM 0
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as it turned out, I wasn't right either. the answer here is prity neat: https://forum.unity.com/threads/collisions-with-root-animation-movement.153556/

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Answer by NoDumbQuestion · Jul 04, 2018 at 01:54 AM

Any Collider inside "root" of humanoid character will be controlled by animator. It will collide with nothing as long as the animation still running.

See my character setup

I have lots of collider for body and sword. But as long as the animator is running. Nothing will collide with anyone unless the character is dead and animator is turn off(then bone collider will start working even when they are already enable). Rigidbody is turnoff(reset free).

You must have to set Capsule collider along with animator for character collider to work.

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