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Question by Calesurf · Jan 06, 2016 at 02:26 AM · collisioncollidercharactercontroller

Collision/Collider Issue?

I am making a simple 2d platforming game. I should also mention I am still using Unity 4. I wanted to use the character controller for my players jump and have a separate move script. I did this completely fine, but I realized when doing a quick test my player collides only the horizontal edges of colliders. I know my movement script doesn't check for colliders. I thought it would just move right through everything at the time, but he collides with the ceiling and ground of my colliders. I was confused by this. I just figured it has to do with the character controller, but I do not know why. Also I want to know is there anyway to use the character controller to collide with the vertical edges. I currently have the character controllers movement variables all set to zero, as in the forward, backward, and sideways. I am guessing I am doing something stupidly simple wrong and if anyone would like to point me into the right direction. I am fairly new to unity.

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avatar image Calesurf · Jan 06, 2016 at 02:28 AM 0
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Also here is my simple move script. I want to add a lot more to this as I progress with the project. I just made it detect the walls and not allow them to go through them, but I would still like some suggestions.

 #pragma strict
 
 var Stop_R : boolean;
 var Stop_L : boolean;
 
 function Start () {
     
 }
 
 var speed : float = 14.0;
  
 function Update() {
     if(!Stop_L){
         if(Input.Get$$anonymous$$ey("a")){
             var move = Vector3(-1,0,0);
             transform.position += move * speed * Time.deltaTime;
         }
     }
     if(!Stop_R){
         if(Input.Get$$anonymous$$ey("d")){
             move = Vector3(1,0,0);
             transform.position += move * speed * Time.deltaTime;
         }
     }
     
     var fwd = transform.TransformDirection (Vector3.right);
     
     
     if (Physics.Raycast (transform.position, -fwd, .7)) {
         Stop_R = true;
     }
     if (!Physics.Raycast (transform.position, -fwd, .7)) {
         Stop_R = false;
     }
     if (Physics.Raycast (transform.position, fwd, .7)) {
         Stop_L = true;
     }
     if (!Physics.Raycast (transform.position, fwd, .7)) {
         Stop_L = false;
     }
 }
 

Also if you could improve it please help. It is a bit glitchy.

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