Character and physics

I have a character in my game right now that walks around by manipulating coordinates, but he doesn’t appear to have any kind of physics. He can walk through walks - no collision detection. How can I fix this?
He has a Character Controller.

you have to watch in the inspector of you player then go to character controller
there is something called radius lift that op to something like 0.4 (0.4 is for 1xscaled capsule)
and then you have you collision (it is the green lines)

Use .Move instead of .position

.position is teleportation and ignores physics.

Nevermind, already answered.

Initially I placed my character a few inches above the ground. I want him to actually touch the ground and not look as if he is hovering slightly above it. Basically, he is not affected by gravity. Is there a simple way to do this?

In regards to your post to my first question:

This is how my code looks:

myCharacter.transform.position.z -= .1;
//this moves the character’s z position every frame

I noticed that .Move cannot be used with transform (transform.Move). I haven’t tried it yet, but I’m assuming that I can only use .Move with the character controller?

That is correct.

Changing a transform’s position will absolutely put that transform wherever you tell it to go. You have to use .Move on a character controller or .velocity / AddForce on a rigidbodied collider to allow physics to interact.