It’s possible to make a CharacterController with multiple colliders?
I had the same problem. I solved it by making an empty GameObjects then sticking the needed coliders (box’s in my case) in to it, then makeing the Game Object a child of my character colider.
In my case the collider of CharacterController collide with the children GameObjects and then it starts to fly.
I’m not sure how well the CharacterController works with multiple colliders, but there seems to be something else going wrong with your script. Do the child objects each have their own rigidbody component? Only the parent object should have a rigidbody.
Yes, only the parent has a Rigidbody.
Well, I’ll explain with more detail.
My enemy character is a animated human model with CapsuleCollider attached to his bones. When I add CharacterController to the enemy and call the SimpleMove or the Move method, the enemy starts to move upwards.
I tried call Physics.IgnoreCollision method between CharacterController collider and all bone colliders but the enemy starts to enter in the walls and other obstacles.
Are the capsule colliders added to the bones in readiness for a ragdoll effect? They probably won’t work reliably for most physical effects if they are driven by animation. You could try disabling the GameObjects with the capsules until they are needed for the ragdoll.