FPSWalker collisions

I’m creating an FPS and using the FPSWalker that is provided with Unity. I’m trying to detect collisions on the FPSWalker using OnCollisionEnter but it doesn’t seem to work. I have enemies that shoot balls at the player(FPSWalker) - I want to be able to detect with the balls hit the player. The balls bounce of the player as they should, but aren’t registered in OnCollisionEnter → any idea on how to fix this???

my only thought is the balls bounce off the player before the OnCollisoinEnter can gets called

this is a timestep issue and can be fixed by changing the timestep to about 0.001 to 0,002 in the Edit → project settings → time and can be adjusted in the inspector window but this effects performance dramatically i would recomend raycasting the projectiles to detect a collision.
this is also a problem of mine :evil:

can any one help me with my FPSwalker i fond this script online but i can spin around and look up or down? please help

var speed = 6.0;
var jumpSpeed = 8.0;
var gravity = 20.0;

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

function FixedUpdate() {
if (!grounded) {
moveDirection.x = Input.GetAxis(“HorizontalAir”)*speed;
moveDirection.z = Input.GetAxis(“VerticalAir”)*speed;
}
// If grounded, zero out y component and allow jumping
else {
moveDirection = Vector3(Input.GetAxis(“Horizontal”)*speed, 0.0, Input.GetAxis(“Vertical”)*speed);
if (Input.GetButton (“Jump”)) {
moveDirection.y = jumpSpeed;
}
}
moveDirection = transform.TransformDirection(moveDirection);

// Apply gravity
moveDirection.y -= gravity * Time.deltaTime;

// Move the controller
grounded = (GetComponent(CharacterController).Move(moveDirection * Time.deltaTime) CollisionFlags.CollidedBelow) != 0;
}

@script RequireComponent(CharacterController)

The first person controller supplied with Unity is a pretty good place to start. You’ll find it in the Standard Assets folder.