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Question by CG-DJ · Sep 19, 2013 at 02:34 AM · rigidbodycharacter controllerpushintersect

Character Controller and Rigidbody intersect on collision. Bad.

Ok. I'm submitting another question because I think I have found the specific problem to the question I've had for the past 2 weeks. Link Here.

When the player (Character Controller) runs into the enemy (rigidbody) while the enemy is moving, the enemy gets pushed. It looks like this is because the colliders are intersecting and getting stuck together. So when I walk in that direction, I push the enemy. However, if I walk in the other direction and then run back into the enemy (while it's not moving), then the player collides into the enemy and stops.

Here is a link to what it is doing (note it is not that choppy. the fps was cut in the screen cap): LINK

Here is a link to the Script for the enemy: Link

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avatar image syclamoth · Sep 19, 2013 at 02:36 AM 0
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What do you know about layer-based collision? It seems to me (having read your previous question) that that is what you need here.

avatar image CG-DJ · Sep 19, 2013 at 01:03 PM 0
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No, I want the player to run into the enemy and stop, just like it hit a static collider. The problem is, it pushes it, and I think this is because it's getting stuck in the enemy's collider.

avatar image meat5000 ♦ · Sep 19, 2013 at 04:39 PM 0
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$$anonymous$$ove with AddForce ins$$anonymous$$d of $$anonymous$$ovePosition.

$$anonymous$$ovePosition will draw a line between your points of movement and see if there are any colliders in the way. This could register multiple collisions.

avatar image CG-DJ · Sep 19, 2013 at 07:18 PM 0
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I am moving my Enemy(RB) with AddForce. I am moving my $$anonymous$$ainCharacter with CharcterController.$$anonymous$$ove, since I don't think u can use AddForce on CCs...

avatar image CG-DJ · Sep 20, 2013 at 02:35 PM 0
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Still could use some answers

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