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Question by cjake2299 · Jun 26, 2017 at 10:21 PM · rigidbodycolliderterraincharactercontrollertree

Following through terrain with FPSController

Currently running 5.6.2f1

Using Terrain Composer 2

Everything was fine until I started adding trees. At first I fell through terrain, now I do not move at all...

I deleted the "Characters" folder and reimported to make sure I hadn't inadvertently modified the code or checked a random box without looking.

Default FPSController Rigidbody has "Use Gravity" & "Is Kinematic" enabled. Does not have any other colliders at this time.

In the terrain collider, if I turn off "Enable Tree Colliders" it works just fine (except the whole walking through trees).

I followed the troubleshooting "checklist" here: http://answers.unity3d.com/questions/147687/checklist-object-or-character-is-falling-through-t.html

I even deleted the rigidbody collider and replaced it with a capsule collider like this guy elluded to here: http://answers.unity3d.com/questions/375304/why-my-rigid-body-with-character-controller-is-fal.html

If I uncheck the "Is Kinematic" option on the FPS controller I fall VERY slowly through the terrain (while tree collidier is enabled).

If I uncheck "Use Gravity" I float in place with zero movement, and if I uncheck both I get the same stuck-in-the-sky nightmare as just unchecking "Use Gravity".

I created a sphere and it falls without any issue which would make me think it is the FPS Controller, except the FPS Controller works just fine if I turn off the "Tree Collider" in the Terrain Collider.

Lastly, this may or may not be related but my compiler is throwing errors about "Invalid AABB result" ever since I added trees as well. I deleted them (or as many as I can find, chances are there is at least still one tree somewhere on the terrain). Any ideas?

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