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Capsule collider is able to 'squeeze in' between 2 other capsule colliders. Don't want that
I have a player that has capsule colider attached to him and I have some obstacles in the world that also have capsule collider. Everything works quite fine but in the one scenario in which there are 2 obstacles really close to each other (they are not touching, there's still a little gap between them), if I try to force my way through them I'm able to squeeze myself in and pass that gap. I want the player to be stuck in there and force him to walk around. I know I can make extra collider in between them to stop the player from passing but I don't feel like putting extra collider to every place with this layout. How can I fix it?
Answer by hectorux · Oct 29, 2018 at 04:05 PM
If you work with rigidbody, upgrade the collision detection to continuous dynamic, and the interpolation to interpolate. With a Character controller try to extend the skinwidth
Didn't work :(. I think it has something to do with the way round colliders work, like you can force yourself to walk into the collider, at some angle you are able to slide onto them so you dont get stuck and movement looks fluid, so i think thats what's happening, both of capsule coliders let me slide on them because angle is small and I get through even if player shouldn't fit.
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