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Question by lampshade · Mar 22, 2011 at 08:40 AM · collisioncontrollercolliderhit

Character Controller Collisions Question

Hi,

When I add a character controller to the player and move to collide with something, OnControllerColliderHit is not invoked..what could be wrong?

public class Object_To_Collide_With : MonoBehaviour {

 private void OnControllerColliderHIt(ControllerColliderHit hit) {
     Debug.Log("OCCH"); //<--never happens
     //ideally, we use hit in the same way as col (below)
 }
 private void OnCollisionEnter(Collision col) {
     Debug.Log("OCE"); //<--Happens
     if (col.gameObject.tag == "Player") {// do stuff
     // This does not work if JUST a character controller 
     // is used as the collider for the player
     }
 }

}

When the player collides with an object the above script is attached to, the Debug.Log("OCE") is the only statement written to the console.

I don't want to have to add another collider component to the player, e.g. an overlapping capsule collider. Why does the above condition in OCE never happen/occur without a capsule, box, or sphere collider attached to the player?

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avatar image lampshade · Mar 22, 2011 at 09:19 AM 0
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I think it might work the other way around (where the above script is attached to the player), execept we are making constant checks to see if the cc is collliding with anything.

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Answer by McBuff · Mar 22, 2011 at 12:14 PM

I suspect that you might need to add a rigidbody to either your playercapsule OR to your level object.

Try attaching a rigidbody component to the object you bump into. If you want the object to be solid & never move, make sure you set the Kinematic property (true) in the inspector.

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