Colliders Not Working

Hello,

I am making a game in which you mantain a space station. I was altering the FPSWalker script so that if you start moving in one direction, you don’t stop, like in real space. Before, I could collide with the space station, because it had colliders generated (that one high res space station from the nasa package). But, when I tweaked the script, I would just pass right through it. I was using Time.deltaTime for the sliding around, so has that got anything to do with it, and if so or not, how can I fix it? Thanks.

P.S. It did this with the character controller applied and being used, so I replaced it with a collider and made the script stop referencing the CC, but with the exact same results. Also, regenerating the colliders didn’t work either. I even tried using a rigidbody, but with no dice.

Code:

var speed = 6.0;
var jumpSpeed = 6.0;
var gravity = 20.0;
var random : boolean;
var slideForward : boolean;
var slideBackward : boolean;
var slideLeft : boolean;
var slideRight : boolean;
var slideUp : boolean;
var slideDown : boolean;
var inSpace : boolean;
slideForward = false;
slideBackward = false;
slideLeft = false;
slideRight = false;
slideUp = false;
slideDown = false;
inSpace = true;

private var moveDirection = Vector3.one;
private var grounded : boolean = false;

function FixedUpdate() {

if (random == false) {
	moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
	moveDirection = transform.TransformDirection(moveDirection);
	moveDirection *= speed;
	
	if (Input.GetKey (KeyCode.Q)) {
		moveDirection.y = jumpSpeed;
		slideUp = true;
		slideDown = false;
		slideForward = false;
		slideBackward = false;
		slideLeft = false;
		slideRight = false;
	}
	
	if (Input.GetKey (KeyCode.E) ) {
		moveDirection.y = -jumpSpeed;
		slideUp = false;
		slideDown = true;
		slideForward = false;
		slideBackward = false;
		slideLeft = false;
		slideRight = false;
    }

// sliding
	if (slideForward)
		transform.Translate(0, 0, Time.deltaTime * speed);

	if (slideBackward)
		transform.Translate(0, 0, -Time.deltaTime * speed);
		
	if (slideLeft)
		transform.Translate(Time.deltaTime * speed, 0, 0);
		
	if (slideRight)
		transform.Translate(-Time.deltaTime * speed, 0, 0);
		
	if (slideUp)
		transform.Translate(0, Time.deltaTime * jumpSpeed, 0);
		
	if (slideDown)
		transform.Translate(0, -Time.deltaTime * jumpSpeed, 0);
     }
// slide boolean activators	
	if (Input.GetKey (KeyCode.W) && inSpace == true) {
		slideForward = true;
		slideBackward = false;
		slideLeft = false;
		slideRight = false;
     }
		
	if (Input.GetKey (KeyCode.S) && inSpace == true) {
		slideBackward = true;
		slideForward = false;
		slideLeft = false;
		slideRight = false;
     }
		
	if (Input.GetKey (KeyCode.D) && inSpace == true) {
		slideLeft = true;
		slideRight = false;
		slideForward = false;
		slideBackward = false;
     }
		
	if (Input.GetKey (KeyCode.A) && inSpace == true) {
		slideRight = true;
		slideLeft = false;
		slideForward = false;
		slideBackward = false;
     }

moveDirection.y -= gravity * Time.deltaTime;
}

Problem solved, forget about it. I used a rigidbody and a capsule collider instead of a mesh collider.