Hi,
I have a player which has a character controller on it, and an enemy which has a capsule collider.
If I try to collide with the enemy with this setup then it all works fine, no matter at which angle I collide and at what speed, it’ll always detect the collision and stop the player.
But I know that it’s bad to move a collider without a rigidbody so I put a kinematic rigidbody on my enemy.
When I do that, what starts happening is that if I run into the enemy at above certain speed (and it’s not much) then the player just steps over it, as if the collider is too low or something.
I tried setting my CharacterController’s step offset to 0 and setting the collider of the enemy really high, but this behavior still occurs. If I remove the rigidbody component, then it works as I want it.
Anyone knows what causes this?