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Question by FranktheGame · Jun 07, 2020 at 10:35 PM · unity 5collisionphysicsrigidbodycontroller

Looking for some advice for a Horse with Rigidbody

I want to make a realistic horse and trying with a rigidbody controller. I have been able to get it moving with AddForce and turning with AddTorque but could use some advice.

What would the ideal collider be? I had terrible results using a custom mesh collider. I set it to convex and bounced around. Should I be using a capsule collider to help with going up slopes? I am currently using a box collider but when I hit a slope, it's like hitting a wall and either stops or turns my rigidbody around. I also want a collider that resembles the horse shape to register projectile collisions and for fitting through narrow spaces.

How do you deal with going up slopes with rigidbody controller?

Is there a method to keep the rigidbody upright that is considered to be the best? I am using the freeze rotation rigidbody option though I hear better to do with the script. I understand locking euler angles isn't the best or reliable. I have tried

 Quaternion rotationUpright = Quaternion.LookRotation(rbMount.transform.forward, Vector3.up);
 rbMount.MoveRotation(rotationUpright);

and

 Quaternion rot = rbMount.rotation;
 rot[0] = 0; //null rotation X
 rot[2] = 0; //null rotation Z
 rbMount.rotation = rot;

Would I just be better off using a Character controller for the horse? Is that a more common way to do this kind of thing or should I just keep workikng on learning physics? I would love any recommendations for courses to take or books to read that could help.

Thanks!

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