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Player with RB + capsule collider can easily penetrate ALL kinds of primitive colliders. What do I do to fix this?
My player has a RB with mass of 1, is NOT moving at extraordinary speeds, has physics set to lowest possible distance for collision detection penalty, has continuous detection, and yet can still almost effortlessly walk, run, and jump through colliders (mesh & primitives) like they didn't exist. She can also slide up (near) vertical terrain colliders even with gravity on. PLEASE give me suggestions on how to fix this. i have read every solution i could (from the "don't go thru me" script to adding a negative transform.forward force with raycasting, but nothing is working well enough).
thanks!
Are you applying movement by modifying the rigidbody velocity (.velocity, AddForce, $$anonymous$$ovePosition ?), or modifying the transform position?
it is receiving motion via the Animator/animation clips using rb.position += a.deltaPosition * moveSpeed; at all times the player is moving which usually is stopped by colliders, however the problem parts occur when a particular animation is triggered (evading) which allows the player to go right through all colliders. in the controller script for that section, however, is nothing out of the ordinary which should allow that.
I have done some more testing and there is a small but consistent difference when doing the evade animation into a collider with “normals” facing out. I say “normals” with “” because colliders don’t really have those, but the translation arrows pointing out effectively mean the same thing. The animation clip still lets the player go through the collider, but when the “normals” are out there is a physics hesistation (i.e. it stops movement briefly) before the player can go through.
Answer by NikoBusiness · Jan 06, 2014 at 10:29 AM
check if the kinematic boolean is true if its true make it false
at no point does the player become kinematic during these events; i wish it were that simple. ;-)
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