Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by chronicfail · Aug 06, 2013 at 05:26 PM · physicsrigidbodycharactercontrollerforceexplosions

Make CharacterController act like rigidbody on explosions

I am making a first person shooter with a lot of melee combat, and one of the features I want is that a hard enough kick/punch can send a player/enemy flying back, smash them through walls terminator style etc. I want this to also happen from explosions, and from a non fatal sniper rifle hit- I was thinking that when a sniper shot hit you but did not kill you it could knock you on your back into a prone position, giving you a chance to escape behind cover.

Unfortunately, I can't find a way to even rotate a CharacterController, and as they are not rigidbodies the standard AddExplosionForce/AddForce functions won't work.

Please could someone tell me if it is possible to make character controllers rotate/be affected by forces, or whether I will have to use rigidbody characters.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by Xtro · Aug 06, 2013 at 08:19 PM

Add rigidbody and character controller to the same gameobject. Disable the rigidbody by default.

In the explosion moment(maybe a little earlier) disable the controller and enable the rigidbody. When you detected it's landed, enable the controller and disable the rigidbody again.

Or you can use the ragdoll method. Which is all about having the exact copy of the character with a rigidbody instead of charactercontroller. In the explosion moment, you hide the real character and show the ragdoll copy of it.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image chronicfail · Aug 07, 2013 at 09:00 AM 0
Share

Thank you, this helps a lot, I will probably use the ragdoll option for more realistic movement. I was thinking that the ragdoll would be visible at all times, but the rigidbodies would only be enabled on impact, and then disabled and somehow brought back into position by an animation.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

15 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Character Controller meets Rigidbody 1 Answer

Guidelines for using rigidbody, collider, CharacterControllerScript, etc? 3 Answers

add force to object that has 2 different rigid bodies 0 Answers

How to apply uni-directional force to a rigidbody 0 Answers

Touch controlled ice puck 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges