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Question by 5outh · Mar 21, 2012 at 10:55 PM · physicsrigidbodycharactercontroller

Physics with CharacterController?

Hey,

I'm totally lost on how to get physics working properly for a CharacterController. I was using a Rigidbody to do some stuff like jumping and moving around, but whenever I move up a ramp or anything, the force gets all wonky and the character actually never stops moving slightly.

I've since changed the Rigidbody to a CharacterController, but for some reason, my CharacterController isn't reacting to anything. There is absolutely no collision, and it will not respond to gravity and sit on the surface of a plane like I want it to. It simply floats through any obstacles, also. I've tried attaching a kinematic Rigidbody to the CharacterController, but that doesn't change anything unless I set it to not use gravity -- in which case everything gets weird and my move keys push me in random directions.

Is there a way to make my CharacterController collide at all without using Rigidbody? And, is there a way to make it react to gravity (say, if I wanted to implement a jump function).

Thanks

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Answer by Bunny83 · Mar 21, 2012 at 11:59 PM

The CharacterController is not a physic-object. That's actually the point of it ;) It's not influenced by external forces. It's exclusively moved via script. It does collide with any sort of colliders (as long as they aren't triggers). I guess you didn't use the Move function to move the CharacterController... Gravity has to be implemented either manually by adding a downforce to your movement vector or to use the SimpleMove function which applies gravity automatically. You can't give a manual up(jump)-force with SimpleMove, that's why you usually use Move().

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avatar image 5outh · Mar 22, 2012 at 04:01 AM 0
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Thank you! This helped me out a lot. It also simplified my movement code significantly due to the fact that the $$anonymous$$ove function is well-documented. I appreciate the input!

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