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Question by miracleforcemanga · Sep 16, 2021 at 01:50 PM · physics3dpuzzle

Why is collision Detection only registering in the corners?

Hi! I am developing a Top-down puzzle game, and I am currently implementing the block-pushing mechanic, and I am having a problem with the collision. it's only detecting it on the corners of the box whether I do it in the player script or have it in its own script.

I am new to unity, but not new to gamedev, so any code samples you could give would be nice.

here are both the scripts if you need them

CharacterController3D.cs

  using UnityEngine;
  using System.Collections;
  
  public class CharacterController3D : MonoBehaviour {
      //Variables
      public float speed = 6.0F;
      public float jumpSpeed = 8.0F; 
      public float gravity = 20.0F;
      public float pushPower = 2.0f;
      private Vector3 moveDirection = Vector3.zero;
  
      void Update() {
          CharacterController controller = GetComponent<CharacterController>();
          // is the controller on the ground?
          if (controller.isGrounded) {
              //Feed moveDirection with input.
              moveDirection = new Vector3(Input.GetAxisRaw("Horizontal"), 0, 
              Input.GetAxisRaw("Vertical"));
              moveDirection = transform.TransformDirection(moveDirection);
              //Multiply it by speed.
              moveDirection *= speed;
              
          }
          //Applying gravity to the controller
          moveDirection.y -= gravity * Time.deltaTime;
          //Making the character move
          controller.Move(moveDirection * Time.deltaTime);
 
          //Debug info
          //Debug.Log(speed);
      }
 
      
     
 }

PushableBlock.cs

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PushableBlock : MonoBehaviour
 {
     void OnCollisionEnter(Collision collision){
         if(collision.gameObject.CompareTag("Player")){
             Debug.Log("You have collided with the movable box!");
         }
     }
 }
 

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