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Question by easilyBaffled · Jul 31, 2012 at 09:48 PM · rigidbodycharactercontroller

collision flags not playing nice with rigidbodies

So I have a cube with characterController on it, I'm building my own script for it. This player cube is sitting on a row of non-kinimatic Rigidbody cubes. I am trying to keep track of the player's state, one for when it's on the ground one for when it's jumping/in the air. I used CharacterController.collisionFlags to try and switch states. But even when the player is on the ground, it is constantly flipping between the two. Bassically I have:

 if(state == 1){
  
  if(controller.collisionFlags == CollisionFlags.None){
  Debug.Log("State is now 2"); 
  state = 2;
  }
 }
 else if(state == 2){ 
  if(controller.collisionFlags == CollisionFlags.Below){ 
  Debug.Log("State is now 1"); 
  state = 1;
  }
 }

Just to confirm that the physics side sees that something is there I used OnControllerColliderHit, which does see the row of cubes. So this method works but I'd rather not use it because then I have to find the points of contact.

Can any explain why CollissionFlags isn't working for me?

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