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Question by jeffreyogbonnayaao · Feb 08, 2021 at 05:30 AM · charactercontrollercollidersmovement scriptboxcolliderendless runner

Hey guys, can you help me out with my colliders.

Ive been trying to make an endless runner game in unity but which a player moves forward automatically and can move from x to y axis while still moving forward and i do not know how to program so i used a templete. and since then, my player stops moving forward when there is no box collider in front of it. it stops when there is a box collider by the sides and even when its at the front. its really fraustrating and i would really need help.Below is the script i used using System.Collections; using System.Collections.Generic; using UnityEngine;

public class NewPlayerScript : MonoBehaviour { private CharacterController controller; private Vector3 direction; public float forwardSpeed; public float maxSpeed;

 private int desiredLane = 1;
 public float laneDistance = 4;
 public float jumpForce;
 public float Gravity = -20;
 void Start()
 {
     controller = GetComponent<CharacterController>();
 }

 // Update is called once per frame
 void Update()
 {
     direction.z = forwardSpeed;
     
     if (controller.isGrounded)
     {
         if(forwardSpeed < maxSpeed)
         forwardSpeed += 0.1f * Time.deltaTime;
         direction.y = -1;
         if (Input.GetKeyDown(KeyCode.UpArrow))
         {
             Jump();
         }
     }
     else
     {
         direction.y += Gravity * Time.deltaTime;
     }
     if (Input.GetKeyDown(KeyCode.RightArrow))
     {
         desiredLane++;
         if (desiredLane == 3)
             desiredLane = 2;
     }
     if (Input.GetKeyDown(KeyCode.LeftArrow))
     {
         desiredLane--;
         if (desiredLane == -1)
             desiredLane = 0;
     }
     Vector3 targetPosition = transform.position.z * transform.forward + transform.position.y * transform.up;
     if (desiredLane == 0)
     {
         targetPosition += Vector3.left * laneDistance;
     }else if(desiredLane == 2)
     {
         targetPosition += Vector3.right * laneDistance;
     }
     transform.position = Vector3.Lerp(transform.position, targetPosition, 80 * Time.deltaTime);
 }
 private void FixedUpdate()
 {
     controller.Move(direction * Time.fixedDeltaTime);
 }
 private void Jump()
 {
     direction.y = jumpForce;
 }

} i really dont know what the problem is.i have the character controller and the sphere collider enabled in my inspector for my character and i have only the box collider enabled for my prefabs pls help me out.

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