Why is my Rigidbody freaking out like this?
I know this is an old question and it has been answered for a lot of people. Unfortunately none of the solutions apply to the problem I seem to have with rigidbodies.
I have a moving AI character and the playermodel. When the AI gets too close the player just bumps on top of it. If I unattach the rigidbody from the moving AI this does not seem to be a problem. My player is controlled by a charactercontroller (It doesn't have a rigidbody) and the rigidbody of the AI is set to "Is Kinematic".
Of course, when none of the agents has a rigidbody my entire combat mechanic falls apart because it is based on the OnTriggerEnter() function. Does anyone have any idea on how to solve this?
For clarity, here is a short demonstration of the bug: Bug
Have you tried adding a collider to the player? Like a sphere, box or capsule collider for OnCollisionEnter to work on your player again?
I should have mentioned that. Both characters have a capsule collider attached to them.
Sorry again, what I meant was the OnTriggerEnter() Function. This is one is supposed to work without a rigidbody right?
Late reply, sorry don't see notifications ;(
Yes, that's right. If a collider is checked as a trigger in the inspector.
Your answer
Follow this Question
Related Questions
Anti-Gravity Zone 0 Answers
Problem with gravity, OnCollisionEnter and OnCollisionExit 2 Answers
How do I make a bike? 1 Answer
Is there a way to limit animation on collision? 1 Answer
Why Does Bounciness Affects Rigidbody Velocity? (SOLVED) 0 Answers