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CharacterController sticking on certain objects
I am using a CharacterController for my players movement. I have some game objects that are cubes (crates) and I have noticed that when the player is walking across these cubes he is able to literally walk off the side of the cube and just stick to it as if his back is glued to the side of the cube. I have included a picture to illustrate the problem.
How can I avoid this behavior? The player should just drop off the side of the cube when he comes to the edge.
Thanks so much for any help.!
I noticed the same behavior occurs in the Lerpz 2D game play tutorial that Unity provides. I hope someone has some insight into how to correct this problem....
No takers.... Could this be solved with adding momentum to the CharacterController?
Answer by iPedro · Jan 24, 2012 at 08:42 PM
It's unfortunate that there seems to be so many questions here that don't get so much as a nibble. In my searching for an answer I found that the ratio was about 4:1 of questions that go without so much as a single response let alone an answer. I wonder if perhaps the forums is actually where all the answers are really happening? Anyways I want to post my final thoughts on this in case anyone comes here looking for some kind of answer to a similar problem.
In the end I have decided that it is best to roll your own character controller using a Rigidbody as well as a collider of your choice for this sort of problem. The CharacterController is a great little tool Unity provides for you but it seems to still be extremely limited in it's current state and really the only things I could see it being truly useful for all relate to rapid prototype development or for projects that don't require the use of any real physics... Please anyone feel free to chime in on this statement if you think there is something I missed but I doubt anyone will be and I think I can safely say that if you want the use of Unity's built in physics and any sort of semi realistic player movements, controls, and object/environment interactions you are best to put in a little extra effort and go with the rigidbody/collider method.
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