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How to avoid Character Controller being launched to the air when colliding?
Hey, in my multiplayer game usually everything goes fine, until a player gets too close to other and they keep on moving, they're both using Character Controllers, so when they reach the other and keep going one gets launched to the air, how do I avoid this?
I'm not using any rigid bodies, but I'm using the scripts form the FPS prefab.
Answer by alpaca of zion · Sep 22, 2012 at 08:16 PM
Put the characters in a special layer. (Top right corner of then inspector.) Then tell that layer not to collide with itself in Edit -> Project Settings -> Physics.
Answer by aldonaletto · Sep 23, 2012 at 12:07 AM
That's weird! CharacterControllers don't react to collisions - they simply don't pass through other objects.
There are two possible reasons:
1- The character movement script is doing this mess: Edit the question and post your script (unless you're using the standard First Person Controller prefab - if so, tell us);
2- You've added a Rigidbody do your character: This will not work, unless you make it kinematic - non-kinematic rigidbodies and character controllers are incompatible, and the character may become completely out of control.
I'm not using any rigid bodies, but I'm using the scripts form the FPS prefab.
Ouch! This script does some weird things due to the moving platform routines. Try to disable this feature in the $$anonymous$$oving Platform option of the Character $$anonymous$$otor component (in the Inspector). If this doesn't help, remove the components FPSInput Controller and Character $$anonymous$$otor, and use ins$$anonymous$$d the example script from $$anonymous$$ove
Answer by imaginationrabbit · Jan 09, 2017 at 11:38 AM
I made a script to resolve this issue- its rough but it works- its on github here link text
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