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Question by Chn Zh · Mar 08, 2011 at 08:44 PM · collisionphysicscollisiondetectioncollisionhandling

Collision Handling (Pushout and Sliding) for Customized Collision Object?

Hello everyone,

Now I am using built-in CharacterController for collision handling, in order to limit my character by some collision boxes, which are used as boundaries of my world.

However, the problem is that our character does not seems like a vertical capsule at all. So the collision looks weird if it is treated as a vertical capsule when colliding with collision boxes. If I attach collision object, such as collision spheres and boxes, to my character, then collision between player and other objects can be "detected", but not automatically "pushed out and slide".

I wonder if there is a way to make my character to be both "detected" and "pushed out and slide". If it crashes into enemies, the collision needs to be detected so I can reduce its life. If it touches world boundaries, I hope it can be automatically pushed back, as the built-in CharacterController does.

Please enlight me if you have a solution.

Thanks,

Zh

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