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This question was closed Nov 27, 2018 at 02:39 PM by $$anonymous$$ for the following reason:

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Question by $$anonymous$$ · Feb 26, 2015 at 03:20 PM · c#collisionphysicsrigidbodycharactercontroller

How to change CC script to Rigidbody script

I want to change this script that I wrote that allow's my player to jump so I can use a Rigidbody on my player. The reason why I am change it is because when the player collides with a Rigidbody he get's push I want the player to get push not the enemy (Rigidbody) I don't know if a CC can get push.

 public float jumpSpeed = 0.7f;
      public float gravity = 2;
      
      CharacterController controller;
      Vector3 currentMovement;
  
  // Use this for initialization
  void Start () 
  {
      controller = GetComponent<CharacterController>();
  }
  
  // Update is called once per frame
  void Update () 
  {
      if (!controller.isGrounded)
          currentMovement -= new Vector3 (0, gravity * Time.deltaTime, 0);
      
      else
          currentMovement.y = -9.81f;
      
      if (controller.isGrounded && Input.GetButtonDown("Jump"))
          currentMovement.y = jumpSpeed;
      
      controller.Move (currentMovement);
  }

}

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Answer by SirMalarkey · Feb 26, 2015 at 03:26 PM

Using a rigidbody instead of a character controller, is very difficult and can lead to issues down the line. If you want your player to be pushed, every time there is a collision you could check the speed and direction of the object that collided with you character controller, then use that to move your character that direction.

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