Hi. I have a massive issue. If I unfreeze the translation on a rigidbody it wont collide properly, it sinks into the ground THEN collides with it causing the character to be unable to move…
Also, when I use a rigidbody my idle animation’s feet sway but when using a charactercontroller they don’t, the heck?
Would be nice to actually get some help, I notice the community here isn’t very helpful.
If you are not getting the help you need it’s because no one can help you with the little information you supply. Post screenshots of it and show us the code you are using. There are millions of reasons why this could be happening. Without more information, we’re just guessing.
It’s happening irrelevant of code. Irrelevant of collided with or collided from.
Make a any sort of collider
Make any sort of collider + rigidbody, and it will penetrate the first one.
This is a capsule collider + rigidbody on my character, the penetrated item is an ordinary cube with its default box collider. I have tried all sorts of variations on both ends.
Also if I use a rigidbody my character’s feet SWAY during idle, again irrelevant of code.
As you can see in the final image, the capsule does NOT fall over because it’s stuck inside the mesh. Upping the iterations in the physics settings does not solve anything.
Also does it in a brand new scene on a new cube with a new capsule collider.
Hmm weird, haven’t never seen objects actually stuck like you describe, I thought your issue was only visual. So they don’t move anywhere or just slightly stuck or how this is noticeable in the physics simulation?
Well I use a rigidbody for my character control script rather than a charactercontroller, if I manually position the character on top of the box or whatever it’s using as a platform WITH freeze transform Y activated then my character can run around just fine. The moment I unfreeze transform Y it falls into the ground and can no longer be moved. The animations play but it’s stuck inside of the ground.
For this game I need Y unfrozen so this behaviour isn’t acceptable for what I’m trying to achieve unfortunately. Also when a capsule collides with a cube it should fall over, but it doesn’t because it gets stuck into the cube.
As already mentioned when using a rigidbody instead of a charactercontroller my idle animation’s feet slide sideways instead of staying rooted, no idea what’s up with that.
I’m making a unitypackage now and putting it in my dropbox in hopes that you’ll have a look at it. The file size is 77MB so hopefully that wont be a problem. Should be uploaded in about 20 mins.
When you open the scene please note that you don’t need to drop a character or camera in they’re created automatically via scripts, and the scene you want has “test” in the name (there’s two in the package).
You need to maybe make the friction smaller or disable it and control sliding with script or something.
Based on what physics law?? If you drop a symmetric capsule with 0,0,0 rotation to a horizontal cube face there aren’t any sideways forces so it should stay there without falling over, like it does.
(Assuming you talked about situation in one of the screenshots…)