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Question by MK7 · Mar 30, 2011 at 06:14 AM · collisionjumpingfirst-person-controller

First person controller Jumping collision detection

Hopefully the last piece of my collision conundrum ... Okay, So I have A maze that the player can rotate; which will let them walk up walls and walk along the ceiling. While the player is grounded everything seems to work fine, but the second I jump both the mesh and box colliders seem to be ignored allowing the player to fall out of the cube.

For the Player I am using the First Person Character Controller. For the walls Of the maze I am using Mesh Colliders and for the Cube itself I am using box colliders. I Tried using the don't go through things script and applying it to the walls, cube, as well as the first person controller to no avail. I'm hoping it's something simple I'm missing...

function FixedUpdate () { if (Input.GetKey ("z")) // spin the player around the world origin at 'RotateSpeed' degrees/second.

 iTween.rotateAdd(gameObject, {"x":95});

  if (Input.GetKey ("x")) 
     // spin the player around the world origin at 'RotateSpeed' degrees/second.

 iTween.rotateAdd(gameObject, {"x":-95});
  if (Input.GetKey ("c")) 
     // spin the player around the world origin at 'RotateSpeed' degrees/second.

 iTween.rotateAdd(gameObject, {"z":95});
  if (Input.GetKey ("v")) 
     // spin the player around the world origin at 'RotateSpeed' degrees/second.

 iTween.rotateAdd(gameObject, {"z":-95});

}


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avatar image Proclyon · Mar 30, 2011 at 10:34 AM 0
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I wish I had an answer. I have had similar problems and my conclusion in the end ( after about a month or 2 ) was DON'T BOTHER! Just work around. I just can't wrap my head around collision detection problems in Unity3D anymore. I'm not saying it's the engine, I'm saying I just got to tired of figuring it out to do it EXACTLY my way.

avatar image MK7 · Mar 30, 2011 at 06:49 PM 0
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lol I guess that means I'll disable jumping. At Least It should solve this...

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