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Question by NDJ23 · Dec 08, 2010 at 04:02 AM · 2drigidbodycharactercontrollerperformance

CharacterController or Collider/Rigidbody

Hello

I am working on a 2D side scrolling game with Unity iPhone (just to learn at the moment), and originally started using rigidbodies with colliders, which seemed to be working well. I started looking at the charactercontroller recently, to see what it was used for, which got me to thinking about what was best to use...

I've been reading the documentation on both, but still not really sure if there is any benefit to use one over the other for my player character, or the enemies. Is there any performance gain or ease of programming for one or the other, which would make it more useful for my situation?

Any information or suggestions would be greatly appreciated.

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avatar image Proclyon · Dec 08, 2010 at 08:29 AM 0
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Let me just ask you this in return. Why is it called character controller?

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Answer by Sriram · Dec 08, 2010 at 06:08 AM

There are a few things that differ, The character controller is not entirely governed by the physics engine, so if you have a game where your character uses a lot of physics, or you need to check collisions in different situations its advisable to use a rigid body component for your character and write your own simple animation script.There is a good rigid body FPS controller script on the community which you can find here

But on the other hand if you donot require these features the Controller provided by unity are a great way to save time to quickly prototype a game.All of the game examples provided by unity use the standard controllers so you can go ahead and see how they have done it.

Hope this clears your doubt!

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Answer by ChiuanWei · Dec 25, 2011 at 04:45 AM

when you use characterController ,u can addForce in OnControllerColliderHit method! so the other physics gameObject will still do some physics movement.

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