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Question by tertle · Feb 21, 2011 at 10:17 PM · collisionphysicsrigidbodycharactercontroller

Character controller partially passing through rigidbody in a head on collision

This is a follow up question to something I asked yesterday and I thought I should put it in it's own question.

I have a character controller and a platform, which is a kinematic rigidbody.

The rigidbody just oscillates between 2 points, and moves with:

rigidbody.MovePosition(rigidbody.position + _direction*Speed*Time.deltaTime);

The problem is, when my controller jumps and the platform is moving towards the controller, the controller partially passes through the platform and I can't seem to prevent this other than cranking up the skin width which makes me hover above the ground.

The controller is using a modified version of the standard fpswalker script (to allow things like wall jumping etc) but I do not believe any modifications would have changed the behavior in these circumstances.

A video of the problem can be found here: http://bovinelabs.com/crush/crush/

Suggestions?

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Answer by tertle · Feb 22, 2011 at 08:19 AM

Managed to work around well enough that it works near flawlessly.

Greatly reduced the Time.fixedDeltaTime and added a larger buffer zone to my crushing objects.

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Answer by Velketor · Mar 14, 2011 at 03:11 AM

You can also add more than 1 mesh to collide. Sometimes doubling or tripling up the mesh's can ensure they always collide, even at high speeds.

I hope this helps.

Shawn

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avatar image tertle · Mar 15, 2011 at 12:59 AM 0
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That's possibly a clever idea.

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