I have a fan that adds a varying amount of force to a rigidbody depending on it’s distance from the fan and in the direction of the fan:
hit.gameObject.rigidbody.AddForce(transform.up * (Power / Vector3.Distance(hit.transform.position, center.transform.position)));
this is encompassed within an OnTriggerStay function.
This makes the rigidbodies get pushed smoothly in the direction of the fan.
I’m having a bit of trouble getting this same behavior to work on the player. The player is the default first person character controller. Any help would be much appreciated.