Character Controller walking through meshes

Hi all
Working on my first Unity project and it’s pretty cool so far!
I’m doing a simple character walking around a world of streets and buildings. For the most part everything works well. All meshes have colliders on them and the character collides with walls and doesn’t walk through them MOST of the time. Every once in a while I can walk through walls or look through meshes. Haven’t been able to pin point exactly why this is happening. I’m new to the 3D world so any advice on why this may be happening or what I can do about it would be great.
All meshes have been created in Maya.

-s

My suggestion would be to check two things… 1) that the capsule/character collider is sufficiently large enough to keep your character away from the objects. Seeing through an object usually occurs because your not being kept back far enough from it by collision. 2) Check the time settings under project settings (I think I’ve read that’s where they are) to make sure that enough time per frame is given to physics so that detections aren’t being missed. Missing detections are also typically related to framerate, so the worse the framerate you’re getting in your view (which if running in editor should be much lower than running a build) the more the colliders will slip through each other. (mmm… makes me think of the Leia/Vader star systems slipping through his fingers speech… :smile: sorry)

ahhhhh… good info! thanks for that. i’ll do some adjusting today and see what i fixes it.

-s

the time step thing is under project->physics settings. it also controls how often fixed update gets executed.

I was preparing to start a new thread to ask my question about a physics penetration error. I decided to do due diligence and make sure the topic had already been covered. The posts in this thread got be on the right track. I will only add that I was able to get Unity to consistently perform collision detection between a flying ball and a stationary target on my low end Mac by changing the Fixed Timestep setting under the Time Manager from 0.02 to 0.01.

You can see the broken game here:
http://www.shannonware.com/unity/workshop/Target_Game_Web_Unity_Player_15.html

You can see the fixed game here:
http://www.shannonware.com/unity/workshop/Target_Game_Web_Unity_Player_16.html

58571--2132--$target_rebound_153.jpg
58571--2133--$target_penetration_151.jpg

Thanks for posting that Shannon and Pete. The Time setting solved the same high speed collision problem on the game I’m working on.

Ricko