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Question by ThePilgrim · Oct 14, 2013 at 07:30 PM · collisionrigidbodycharacter controllervehicle

How can I keep my character controller from affecting a rigidbody?

I have a ship with a rigidbody that sails on the ocean. When I have my character controller on the ship and bump up against a wall, the ship acts like it runs into my character. This causes the ship slow down, turn, or generally move erratically depending on the speed of the ship, and what part of the ship the character is bumping.

I want the character to collide with the ship so that I can ride on it, but I don't want the ship to be influenced in any way by the character. How can I keep my character controller from affecting the ship's rigidbody?

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avatar image meat5000 ♦ · Oct 14, 2013 at 07:59 PM 0
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If the ship is kinematic it will not be influenced by physics but will only move by scripted translation. This movement by AddForce will no longer work.

avatar image ThePilgrim · Oct 14, 2013 at 08:15 PM 0
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Thank you for your comment, meat5000. Unfortunately, making it kinematic is not much of an option, because I am making heavy use of the ship's rigidbody to add torque and force from dynamic waves. However, I did discover that the character controller has a flag called "detectCollisions". Setting this to false seems to have solved the problem.

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Answer by ThePilgrim · Oct 14, 2013 at 08:15 PM

I set the CharacterController.detectCollisions flag to false, and it seems to have fixed the issue.

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avatar image Geeknerd1337 · Jan 11, 2015 at 04:05 AM 0
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How did you get the player to move with the ship?

avatar image ThePilgrim · Jan 11, 2015 at 07:21 PM 0
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The character has a character motor script with moving platform enabled.

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