I have a character controller that has movement each frame.
player.cc.Move(direction * Time.deltaTime);
Whenever a moving collider (with no rigidbody) comes into contact with it the character will be pushed out of the way. When it’s pushed out of the way it “teleports” to the location. I was wondering if there is an easy way of smoothing this collision movement out?
I could try to hack something together with, Unity - Scripting API: CharacterController.OnControllerColliderHit(ControllerColliderHit), but was just curious if there is an easier way.
EDIT: It looks like the movement I’m seeing is this, Unity - Scripting API: CharacterController.enableOverlapRecovery, if I disable that then the collision movement is not happening.
EDIT2: Do you all recommend using Rigidbodies over character controllers?