Enemy falls through floor when both have collider

I have a floor (complete with box collider not set to trigger) and an enemy (with a collider not set to trigger and a character controller). The rigidbody applies gravity to the enemy. The enemy, instead of falling and stopping at the floor like everything else in the room, falls straight through the floor into infinity. The floor’s box collider is extremely thick (extends 100 meters below the 1 meter floor). The gravity of the enemy is minuscule (much less than one). I tried the “DontGoThroughThings.js” from the Unify community, with the floor set to a different layer. I have made sure that the enemies are well above the floor collider. I’ve been thinking through this and have searched through this site (my search yielded the Unify community “solution”), with the solutions that I found either something that I have already found or something that I have already tried. Does anyone have any idea of how to fix this?

Don’t use a CharacterController AND a Rigidbody on the same object unless it’s a kinematic Rigidbody. This doesn’t work. Both components are responsible for moving the object. The Rigidbody is a physics object and the character controller is ment as a controlling component without being affected by physics, so you have full control over the character. You can’t combine them. The CharacterController usually get it’s own gravity applied in a script. Just take a look at the CharacterController-package that comes with Unity.

You have to decide which way of movement you want / need.

this is just a guess…

try positioning the object slightly higher(like y = + 0.5 / + 1.0) than the platform…

and when it fell… note the position…

i had this problem before…

and…

its a wild shot to answer your question…

and i apologize if this doesn’t work…