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Question by Jason Hodges · Oct 27, 2010 at 10:53 PM · rotationrigidbodycharactercontrollerrotate

How to make Character Controller Rotate see-saw type object below due to both weight and fall speed of character?

Hi, I have a GameObject with a Character Controller attached to a GameObject with some other code affecting it's downward force (gravity):

if ( !playersCharacterController.isGrounded ){
velocity.y += Physics.gravity.y * Time.deltaTime;
}

This pulls my GameObject down perfectly when dropping off of something i.e. a cliff, however when interacting with Rigidbody's below the character, in this case a see-saw type object that the character is walking along, the character doesn't affect the see-saw like a normal collider (with a Rigidbody component and gravity applied) would. The rotation is jumpy and the see-saw object often instantly moves a small distance away from it's origin then snaps back into place when the CharacterController object has fallen through it.

So far I have used a Configurable Joint in the middle of a stretched cube as the see-saw and the gameplay is in 2d if that makes any difference.

I have tried to use raycasts sent from the bottom of the Character in order to add a force to the see-saw but the effect is nowhere near as good as a normal Collider + Rigidbody would be.

raycast.rigidbody.AddForceAtPosition(-Vector3.up,transform.position);

The see-saw tilts one way or the other perfectly when a standard GameObject (cube) with a Rigidbody hits it but not when my character lands on it - rotation is unrealistic and the Character sometimes falls through it.

Can anyone suggest anything in order to make the see-saw less jumpy? Maybe remove the raycast and use a different method or something like that? Perhaps even code the configurable joint in myself? - If that's the case, has anyone got any sample code they could suggest for me to build a see-saw object with?

Thanks a lot. Jason.

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