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Question by Clydeicus · Jan 12, 2011 at 07:17 AM · physicscharactercontrollerrotate

Is there a way to enable the CharacterController collider to tilt?

I'm working on a script for a character that can run up curves onto walls, and go through loops Sonic-the-Hedgehog style, but I'm finding that the CharacterController has its collider locked into the upright position... I don't want to use a rigidbody because I don't want to depend on the built-in physics, and the move function does just what I need... but the CharacterController seems unable to tilt. What's up with that? O_O

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Answer by Eric5h5 · Jan 12, 2011 at 07:50 AM

The character controller cannot be rotated. It's basically optimized for Quake/Unreal/etc. type games.

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avatar image Clydeicus · Jan 12, 2011 at 08:06 AM 0
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Is there a replacement that has an equivalent move() function but does not suffer this specialization?

avatar image Clydeicus · Jan 12, 2011 at 08:10 AM 0
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Also is this for some important technical reason?

avatar image Novodantis 1 · Jan 12, 2011 at 09:48 AM 1
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Locked roll is one of the main reasons the Controller is easier to manipulate for characters than a Rigidbody. To run with this kind of acrobatic behaviour you can no longer feasibly ignore the physics engine; for example, if you run halfway up a wall and then stop, you need to deal with that in ways the CC doen't cover.

avatar image Eric5h5 · Jan 12, 2011 at 11:11 AM 0
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@Clydeicus: rigidbody.$$anonymous$$ovePosition

avatar image Clydeicus · Jan 18, 2011 at 03:45 AM 0
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Hey, movePosition seems to do the trick... except for not doing collision detection. -_-

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