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Question by Pringlestache · Mar 16, 2019 at 03:17 PM · 3dcharactercontrollerplatformerground detectionedge detection

Preventing CharacterController sliding down edges on platforms, ground detection.

Hey guys!

Sorry if this has been answered before, but I've been looking for some solution to this for weeks, and I still haven't been able to figure it out.

So here is my problem:
I'm using a CharacterController for my player's movement, and it works wonderfully for every type of terrain or slopes I want in my game, except for the edges of platforms. Because it uses a capsule collider, it "sinks" down the edge until it's no longer touching the platform before falling down like in the first picture.

alt text

I'm working with -y value for gravity and the character is able to jump when grounded (The ground check I use now is controller.isGrounded)

What I want is for the CharacterController to behave like the second picture, but ONLY on the platform edges, as it works perfectly in all other cases as of now.

alt text

I've tried a bunch of different solutions with Raycasting/BoxCasting for the GroundCheck, but I haven't been able to make it work like I want. I'm still pretty new to coding, so this has me stumped.

Any suggestions?

EDIT: To clarify: I'm not using the built in physics.

pic1.png (120.8 kB)
pic2.png (17.9 kB)
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Answer by mike29willems · Mar 16, 2019 at 03:35 PM

Are u using physical materials and do u use PhysicMaterialCombine.Maximum when jumping?

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avatar image Pringlestache · Mar 16, 2019 at 03:57 PM 0
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No, I'm not using the built in physics.

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Answer by MlleBun · Sep 15, 2019 at 10:36 AM

Maybe this might help ? https://www.reddit.com/r/gamedev/comments/bmvpey/make_an_object_fall_when_it_is_near_an_edge_using/

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