- Home /
Question by
Spero78 · Feb 04, 2013 at 03:55 PM ·
collisionraycastcharacter controller
Creating custom character controller collision checking
I am currently working on a custom character controller, currently am trying to use a ray cast to check is the capsule collider is touching the ground to adjust angles for walking up slopes and to make the character fall, is there a better way of doing this?
I need the character to be able to rotate, rather than having X and Z rotation locked.
Comment
Could certainly clarify certain cast-checks charted; Character Controller currently checks collision capsulized.
It's generally very difficult to get a CharacterController to behave when its Y axis doesn't align to World-Y. This sort of question comes up a lot, and there are lots of discussions on it. For searching purposes, gravity is also involved pretty frequently.