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Question by SkillDev · Jul 24, 2012 at 06:53 PM · rigidbodycollision detection

How to avoid character with kinematic rigidbody go into obstacles and not simulation physic?

I have an arcade car that moves around. it's rotation is not realistic and can rotate any direction very fast. all gravity and rotation is under my control but since there is no rigidbody i can't avoid going throw other static objects. i need a way to bring it out when it goes into other objects.

if i add a rigidbody and set 'Use Gravity' true then my car control system and physic simulation will mixed up and cause bad result.

how can i do this?

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avatar image AlucardJay · Jul 25, 2012 at 05:27 AM 0
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there may be something useful here, check out these scripts on UnifyCommunity :

http://unifycommunity.com/wiki/index.php?title=RigidbodyFPSWalker

http://unifycommunity.com/wiki/index.php?title=PhysicsFPSWalker

avatar image SkillDev · Jul 25, 2012 at 09:55 AM 0
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$$anonymous$$y character is a car with box collider and i want to rotate it. so i cant set 'rigidbody.freezeRotation = true;'

avatar image SkillDev · Jul 25, 2012 at 04:57 PM 0
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That is not the exact solution for my problem but gave me an idea to solve it. (I set my car to child of another GameObject with Rigidbody). Thanks.

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Answer by Muuskii · Jul 24, 2012 at 08:33 PM

Have you tried going through the Unity car tutorial? It will teach you how to create a basic car game and probably get you started.

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avatar image SkillDev · Jul 25, 2012 at 04:30 AM 0
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That is for realistic car. if CharacterController could be a Box my problem would be solved.

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