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Question by Anraiki · Apr 04, 2014 at 09:51 AM · collisionfpscharactercontroller

Spectator with Collision

I have a camera with the attached code in Unity:

 function Update () 
 {
     // x is used for the x axis.  set it to zero so it doesn't automatically rotate
     x = 0;
  
     // check to see if the W or S key is being pressed.  
     z = Input.GetAxis("Vertical") * Time.deltaTime * moveSpeed * 10;
  
     // Move the character forwards or backwards
     transform.Translate(0, 0, z);
  
     zx = Input.GetAxis("Horizontal") * Time.deltaTime * moveSpeed * 10;
  
     // Move the character forwards or backwards
     transform.Translate(zx, 0, 0);
  
     // Get the difference in horizontal mouse movement
     x = Input.GetAxis("Mouse X") * turnSpeed * mouseTurnMultiplier/10;
     y = Input.GetAxis("Mouse Y") * turnSpeed * mouseTurnMultiplier/10;
  
     // rotate the character based on the x value
     transform.Rotate(-y, x, 0); 
 }


Apparently, the "transform" syntax ignores physics and makes the player ignore collision and gives a "no clip" solution.

Is there any way I can get around this to collide with objects properly?

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