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Question by Yrandika · Jun 05, 2021 at 08:03 AM · physicsrigidbodymoveposition

My Player goes through the colliders even I used Rigidbody.MovePosition , Please help me !!

Here is the script, I dont know why it goes through the obstacles. when I reduce the moving speed of player it actually works, but then player is too slow, I think player's capsule collider is big enough to collide,

public class Controller : MonoBehaviour {

 public float moveSpeed = 10f; //moving speed
 public float FacingSpeed = 20f; //player roation speed
 
 Rigidbody rigidbodyThis;
 public Transform lookingPoint;
 
 public Camera cam; //get the relative direction to the camera

 private float horizontal;
 private float vertical;
 
 void Start () {
     rigidbodyThis = GetComponent<Rigidbody> ();
 }
 
 void FixedUpdate() {
     
     MovePlayer(); //move the player
     
     //look towards mouse position
     Vector3 relativePos = lookingPoint.position - rigidbodyThis.position;
     Quaternion lookdirection = Quaternion.LookRotation(relativePos);
     Quaternion lookdirection_y = Quaternion.Euler(rigidbodyThis.rotation.eulerAngles.x, lookdirection.eulerAngles.y, rigidbodyThis.rotation.eulerAngles.z);
     rigidbodyThis.rotation = Quaternion.Lerp(rigidbodyThis.rotation, lookdirection_y, FacingSpeed * Time.fixedDeltaTime);
     
 }
 
 void MovePlayer()
 {
     horizontal = Input.GetAxis("Horizontal");
     vertical = Input.GetAxis("Vertical");
     
     Vector3 forword = cam.transform.forward;
     Vector3 right = cam.transform.right;

     forword.y = 0f;
     right.y = 0f;
     
     forword.Normalize();
     right.Normalize();
     
     Vector3 TargetPoint = (right * horizontal + forword * vertical) * moveSpeed;
     rigidbodyThis.MovePosition (rigidbodyThis.position + TargetPoint * Time.fixedDeltaTime);
 }

}

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Answer by DenisIsDenis · Jun 05, 2021 at 08:25 AM

Your controller is going through walls when it is diagonally going because you are not normalizing the movement vector. Replace these lines:

 Vector3 TargetPoint = (right * horizontal + forword * vertical) * moveSpeed;
 rigidbodyThis.MovePosition (rigidbodyThis.position + TargetPoint * Time.fixedDeltaTime);

with this:

 Vector3 TargetPoint = right * horizontal + forword * vertical;
 rigidbodyThis.MovePosition(rigidbodyThis.position + TargetPoint.normalized * Time.fixedDeltaTime * moveSpeed);
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Answer by Yrandika · Jun 05, 2021 at 12:32 PM

Thanks for the reply, I could not reply earlier due to an internal issue or some what problem. but I used your code and then player started move way more slowly, even I increased the speed of player. I dont understand the issue. but I came across another way to solve, I used character controller instead of just using rigidbody. Thank you

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