Character Controller v Rigidbody

Well, basically I started on a project ignorant of many things and I haven’t gotten so far that it would be difficult to change over, but I’m currently using a Character Controller, but I’m debating whether to switch to a Rigidbody. The reason why I’m concerned is because, I need to rotate the collider unless there’s an alternate solution.

Basically I wanted to allow the Player to crawl which means I need to rotate the collider so it’s down on the floor so it’s the length of a body. This is made necessary for networking so that say if you’re crawling, another player will collide with the body, and not just the “head.” :stuck_out_tongue:

Is there anyway to get this kind of functionality or would it be more beneficial in the long run to switch to a Rigidbody?

Pretty sure you need a Rigidbody for this. The CharacterController Component is pretty constrained as far as what it’s useful for is concerned. It’s great for its intended use, but not very practical for anything outside of that.

Alright, thanks, but do I need a collision mesh to use a rigidbody? Or could I just use a plain capsule collider?