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Question by QOH · Feb 02, 2016 at 09:22 AM · charactercontrollermeshcolliderhit

FPC flies up after collision with Mesh colliders

Hi all, understood, this question was asked a lot of times. but I didn't find solution or any hot fix..

I have standard first person controller without rigidbody. Sens of my application is building model (create meshes from vertices, normals, and triangles)

Some objects needs to be solid, so I add mesh colliders.

It works fine, but sometimes happen "bad collision" and my character flies up (and than falling down). I don't know how to fix it. Is trigger of objects is unchecked. Tried:

  • add rigidbody (kinematic, and not), change collisions to continuous, dynamic continuous

  • make meshes convex

  • change skin width, radius and other parameters

  • set movement.velosity in OnCharacterControllerHit = vector3.zero..

  • change gravity in Input manager.

I agree, some of this actions may be stupid. But I'm new in Unity and have any ideas, what can cause this problem..

Is any way to calculate acceleration of controller when it starts flies up and set it to 0, or set position before hit? or any other ideas?

This is video, showing behavior of fps

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