weird collider interaction
I have a player looping on "Idle" animation with 2 colliders: a capsule collider close to its body and a child object of the player("EnemyAttackRange") with a trigger collider of much bigger radius, as shown in the images bellow. I also have an enemy with a collider close to its body that plays a Double Punch Attack animation when its collider enters the player trigger collider(logic handled by enemy's OnCollisionEnter). The enemy has two box colliders for its fists. The results are unpredictable, the player is pushed around randomly even if i change the fists colliders to spheres. Demo in the youtube videos bellow. Can you please let me know why is this happening?
Note: The player has also a rigidbody while the enemy does not. The enemy animator controller has root motion enabled; The fists colliders are atached to the enemy's middle fingers base.
https://www.youtube.com/playlist?list=PLlDZyH1V60sJQqA5cCDCN2Rdw6SJg8PvH https://ibb.co/kZdFny https://ibb.co/fmec0J https://ibb.co/gpvvny https://ibb.co/nFUMSy https://ibb.co/nt7mud https://ibb.co/ivgCZd https://ibb.co/bNwPfJ
Answer by robert1196 · Jun 20, 2018 at 04:29 PM
up. Results still incosistent if i remove the player animator component in order to cancel all sorts of movement from the player.