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Question by zoujyjs · Apr 30, 2014 at 02:02 PM · collidercharactercontroller

Why can't I use CharacterController and a BoxCollider simultaneously?

Here is the problem, I have a troop controlled by CharacterController and I want the troop to block if collide with something. So I add a box collider to it. But it's not working, as the figure shows. The cube blocked the capsule collider of CharacterController but not the box collider.

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Answer by Jeff-Kesselman · Apr 30, 2014 at 02:14 PM

Because your object does not have a RigidBody.

Character controllers have their own physics implementation that conflicts with the standard physics

You can try adding a child object to the character, then add a RigidBody and a BoxCollider to the child. (I'm not sure if that works or not.)

If that doesn't work you are going to either have to get rid of the character controller or make the box collider a trigger and do your own blocking based on it.

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avatar image zoujyjs · May 02, 2014 at 05:37 AM 0
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But even if I specify the collider as a trigger, the behavior is strange. I add an GameObject as a child of the troop and attach a box collider on it, same as shown in the figure. I expect a OnTriggerEnterat the first frame with the CharacterController, but this happen until I move the troop for the first time, and OnTriggerStay ever after. And I expect a OnTriggerEnter event when the troop touch the cube, but nothing happens, the state is still OnTriggerStay caused by the CharacterController in the box collider.

avatar image zoujyjs · May 02, 2014 at 05:40 AM 0
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And if I use a rigidbody to move the troop, I don't want any physical behavior of it. For example, I will drag (on mobile devices) the troop on a path, and if the path is a circle, the troop will rotate because of a change of moving direction, and many other strange behavior which is good for a rigidbody but not for my players.

avatar image zoujyjs · May 02, 2014 at 07:37 AM 0
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Finally I attach a kinematic rigidbody to my troop and keep the box collider and charactercontroller, now I can detect the collision and handle it myself. ref: link text

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