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Question by Paul2357 · Aug 05, 2016 at 12:09 AM · c#collisionmovementcollision detectioncharacter controller

Player movement ignores some collision

So I have a player movement script attached to my player and it seems to ignore some of the collisions in my game. It doesn't ignore all of them (some of the models it will only ignore certain walls). I'm at a loss at how to fix this. I've tried adding box colliders and it still ignores those. I was thinking of looking into the character controller but I'm not sure how to handle the 2.5d sidescrolling for the game.

Here is the current script attached for player movement

 using UnityEngine;
 using System.Collections;
 
 public class PlayerMovement : Player {
 
     #region Variables
     //Player
     public Rigidbody player;
 
     //Jump
     public int jumpForce = 300;
     public int startJumpForce;
 
     //Rotation Handling
     private Quaternion lookleft;
     private Quaternion lookRight;
 
     //Animation
     private float inputH;
     private float inputV;
     #endregion
 
     #region Start
     void Start()
     {
         //Rigidbody component of player
         player = GetComponent<Rigidbody>();
 
         //Get values to handle rotation
         lookRight = transform.rotation;
         lookleft = lookRight * Quaternion.Euler(0, 180, 0);
 
         //Assign Jump Force to Start Jump Force
         startJumpForce = jumpForce;
 
         //Animator
         anim = GetComponent<Animator>();
     }
     #endregion
 
     #region Jump Force Getter and Setter
     public int JumpForce
     {
         get { return jumpForce; }
         set
         {
             jumpForce = value;
         }
     }
     #endregion
 
     #region Update
     public override void Update()
     {
         //Tracking
         inputH = Input.GetAxis("Horizontal");
         inputV = Input.GetAxis("Vertical");
         anim.SetFloat("inputH", inputH);
         anim.SetFloat("inputV", inputV);
 
         //Allows jumping only if onFloor flag is true
         if (onFloor)
         {
    
             anim.SetBool("jump", false);
 
             //Handles Jump Command
             if (Input.GetKeyDown(KeyCode.Space) || (Input.GetKeyDown(KeyCode.W) || Input.GetKeyDown(KeyCode.UpArrow)))
             {
                 SoundManager.instance.PlaySingle(jumpSound);
                 anim.SetBool("jump", true);
                 player.AddForce(0, jumpForce, 0);
                 jumpForce = startJumpForce;
 
             }
 
             
         }
 
         if (!leftBoundaryHit)
         {
             //Handles Left Movement
             if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow))
             {
                 if (onFloor)
                 {
                     //Animation
                     anim.Play("Run");
                 }
                 //Switch Flag to False for projectiles
                 movingRight = false;
                 movingLeft = true;
 
                 //Flip model to face direction of travel
                 transform.rotation = lookleft;
 
                 //Move Player
                 transform.position += transform.forward * speed * Time.deltaTime;
             }
         }
 
         if (!rightBoundaryHit)
         {
             //Handles Right Movement
             if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow))
             {
                 if (onFloor)
                 {
                     //Animation
                     anim.Play("Run");
                 }
 
                 //Switch Flag to true for projectiles
                 movingLeft = false;
                 movingRight = true;                
 
                 //Flip model to face direction of travel
                 transform.rotation = lookRight;
 
                 //Move Player
                 transform.position += transform.forward * speed * Time.deltaTime;
             }
         }
         
         //GOD MODE FOR JUMPING -- USE FOR TESTING PURPOSES
         if (Input.GetKeyDown(KeyCode.F))
         {
             jumpForce = 500;
         }
 
     }
     #endregion
 
     //END OF FILE BELOW
 }
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