Question by 
               bluePhoenix99 · Jun 04, 2020 at 03:37 PM · 
                scripting problemmovementobjectcollsion  
              
 
              How can i detect a collision with many Terrains?, since my collider is not working?
So, I am making a game but the collision does not seem to work, no collider work and etc, i use a FBX file as my character, and use this movement script:
 public float speed;
 public int Rot1Speed;
 public int Rot2Speed;
 public Transform playerBody;
 public float mouseSpeed;
 public GameObject cam;
 private bool ShiftPressed = false;
 private float speedOriginValue;
 private void Start()
 {
     speedOriginValue = speed;
     if (PlayerPrefs.HasKey("Sens"))
     {
         mouseSpeed = PlayerPrefs.GetFloat("Sens");
     }
         
 }
 private void Update()
 {
     float mouseX = Input.GetAxis("Mouse X") * mouseSpeed * Time.deltaTime;
     playerBody.Rotate(Vector3.up * mouseX);
     transform.Rotate( Input.GetAxis("Mouse Y") * Rot1Speed, 0.0f, -Input.GetAxis("Horizontal"));
     if(Input.GetKey(KeyCode.W))
     {
         transform.position -= transform.forward * Time.deltaTime * speed;
     }
     if(Input.GetKeyDown(KeyCode.LeftShift))
     {
         ShiftPressed = true;
     }
     if(Input.GetKeyUp(KeyCode.LeftShift))
     {
         speed = speedOriginValue;
         ShiftPressed = false;
     }
     if(ShiftPressed == true)
     {
         speed = speedOriginValue * 2;
     }
     float TerrainHeightWhere = Terrain.activeTerrain.SampleHeight(transform.position);
     if(TerrainHeightWhere > transform.position.y)
     {
         transform.position = new Vector3(transform.position.x, TerrainHeightWhere, transform.position.z);
     }
 }
The:
     float TerrainHeightWhere = Terrain.activeTerrain.SampleHeight(transform.position);
     if(TerrainHeightWhere > transform.position.y)
     {
         transform.position = new Vector3(transform.position.x, TerrainHeightWhere, transform.position.z);
     }** part only detects certain parts of the main terrain, how should i fix this?
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