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Question by AlysterBrown · Apr 14, 2018 at 11:38 PM · c#collisioncollisionscollision issues

problems with collisions on flight script

Hi Everyone,

This is my first time posting here, and I can say I am pretty desperate. I am struggeling with adding collisions to my (VR) player for a while now, and since I am quite fresh to unity and c#, I hope someone can help me out.
.
I have:
- player flying in a spaceship + rigidbody + movement script + sphere collider. So far so good.
- (VR)Camera that is a child of the player.
- objects that have colliders.
.
First I used Camera.main.transform.forward to move the player but I read that's basically a teleport and won't work. Though, with this I got the player to go forward in the direction they look, which is what I intend to do. So I swapped to rb.AddForce because I read that this will automatically allow the player to detect collisions. Bottomline: both methods do not give collisions (yet) and with rb.AddForce I can't get the player to go towards the direction the camera looks.
How can I get my player to collide with other objects? In my case it's completely destroying the gameplay, since I need collision triggers to change levels.
.

My script looks like this: (it might be a bit of a mess after 4 weeks of trying, all the previous tries are commented out)
.

public class InputTesting : MonoBehaviour {

// public CharacterController FPScontroller;
// private Vector3 movementVector = Vector3.zero;
private Vector3 movementVector2 = Vector3.zero;
float h = 1;
float v = 1;
private CharacterController m_CharacterController;
private CollisionFlags m_CollisionFlags;
public Rigidbody rb;

 public float thrust;

 // Use this for initialization
 private void Start () {
   m_CharacterController = GetComponent<CharacterController>();
   rb = GetComponent<Rigidbody>();
 }

 void FixedUpdate()
 {
     // previous tries // 
     // FPScontroller.Move(movementVector);
     // Vector3 pos = FPScontroller.transform.position;
     //   pos += movementVector;
     //   FPScontroller.transform.position = pos;
    //  movementVector *= 0.1f;

     Vector3 pos2 = rb.transform.position;
     pos2 += movementVector2;
     rb.transform.position = pos2;
     movementVector2 *= 0.01f;
 }

 // Update is called once per frame
 void Update () {
     
     float h = Input.GetAxis("Horizontal");
     float v = Input.GetAxis("Vertical");
  
     
    
     if (h > 0.01)
           {
         Debug.Log("UP pressed");
         rb.AddForce(movementVector2 -= transform.forward * thrust *Time.deltaTime);
     
       // previous tries //      
       //   transform.localEulerAngles = new Vector3(Camera.main.transform.localEulerAngles.x, Camera.main.transform.localEulerAngles.y, Camera.main.transform.localEulerAngles.z);
       //  transform.forward = Camera.main.transform.forward;
         // movementVector -= Camera.main.transform.forward *25 * Time.deltaTime;
     }
    if(h < -0.01)
           {
         Debug.Log("DOWN pressed");
         rb.AddForce(movementVector2 += transform.forward * thrust * Time.deltaTime);

       //previous tries //
      // transform.localEulerAngles = new Vector3(Camera.main.transform.localEulerAngles.x, Camera.main.transform.localEulerAngles.y, Camera.main.transform.localEulerAngles.z);
         // movementVector += Camera.main.transform.forward *25 * Time.deltaTime;
     }



 }

// an attempt to force collisions

 void OnCollisionEnter(Collision collisionInfo)
 {
     print("Detected collision between " + gameObject.name + " and " + collisionInfo.collider.name);
     print("There are " + collisionInfo.contacts.Length + " point(s) of contacts");
     print("Their relative velocity is " + collisionInfo.relativeVelocity);
     
 }

 void OnCollisionStay(Collision collisionInfo)
 {
     print(gameObject.name + " and " + collisionInfo.collider.name + " are still colliding");
 }

 void OnCollisionExit(Collision collisionInfo)
 {
     print(gameObject.name + " and " + collisionInfo.collider.name + " are no longer colliding");
 }

 private void OnControllerColliderHit(ControllerColliderHit hit)
 {

     Rigidbody body = hit.collider.attachedRigidbody;
     //dont move the rigidbody if the character is on top of it
     if (m_CollisionFlags == CollisionFlags.Below)
     {
         return;
     }

     if (body == null || body.isKinematic)
     {
         return;
     }
     // SceneManager.LoadScene("level2");
     body.AddForceAtPosition(m_CharacterController.velocity * 0.1f, hit.point, ForceMode.Impulse);
 }

}

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