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Question by kekes1122 · Jul 26, 2017 at 02:09 PM · c#unity 53dcharactercollision detection

How do you stop capsule from going through walls?

Hi, I am making a game but my player (capsule) keeps walking through all the houses. I have been trying to add wall colliders but they are not working. (its 3rd person) Here is my movement code.

using UnityEngine;

public class playerController : MonoBehaviour {

 public float mSpeed;
   
 // Use this for initialization;
 void Start () {
     mSpeed = 10f;
    
 }
 
 // Update is called once per frame
 void Update () {
     transform.Translate(mSpeed * Input.GetAxis("Horizontal") * Time.deltaTime, 0f, mSpeed * Input.GetAxis("Vertical") * Time.deltaTime);
    
 }

} here is the 3rd person camera code; using System.Collections; using System.Collections.Generic; using UnityEngine;

public class ThirdPerspnScript: MonoBehaviour { public GameObject target; public float rotateSpeed = 5;

 void Start()
 {
     transform.parent = target.transform;
     transform.LookAt(target.transform);
 }

 void LateUpdate()
 {
     float horizontal = Input.GetAxis("Mouse X") * rotateSpeed;
     float vertical = Input.GetAxis("Mouse Y") * rotateSpeed;
     target.transform.RotateAround(target.transform.position, Vector3.up, horizontal);
     target.transform.RotateAround(target.transform.position, Vector3.left, vertical);
 }

} finally my mouse aim code; using UnityEngine; public class MouseAimCamera : MonoBehaviour { public GameObject target; public float rotateSpeed = 100f; Vector3 offset;

 void Start()
 {
     offset = target.transform.position - transform.position;
     

 }

 void LateUpdate()
 {
     float horizontal = Input.GetAxis("Mouse X") * rotateSpeed;
     target.transform.Rotate(0, horizontal, 0);

     float desiredAngle = target.transform.eulerAngles.y;
     Quaternion rotation = Quaternion.Euler(0, desiredAngle, 0);
     transform.position = target.transform.position - (rotation * offset);

     transform.LookAt(target.transform);
 }

}

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Answer by iBicha · Jul 29, 2017 at 01:55 AM

Few things to check:

1-the colliders are not triggers (in the inspector, see if Is Trigger is unchecked)

2-it is best to add a rigid body to your controller, and translating it through adding force. It will let Physics take care of correctly colliding with other objects in the scene without weird artifacts.

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