I’ve been using the standard character controller for some time now without a rigidbody or additional collider, and I have basic animations like idle, walk, run, jump, and I made my own blend tree to get these to work along with strafing, and I tweaked them all a lot and am very happy with the results, and I have learnt quite a bit about how to adjust animation settings, etc.
But I have run into a problem that I can’t seem to find much info on. When I have more complicated animations like crouching, or if I have a simple swimming feature and I add a swim animation, the player mesh becomes horizontal as expected while swimming, but when I go from idle → swim, the controller collider remains in its default vertical rotation. I cannot think of how I would make the collider rotate horizontally to consistently match the swimming animation.
My only idea is to use smooth rotating like Quaternion.Slerp() to rotate the collider at the same time/speed, etc as the animation. Are there better methods or any kind of information out there? But then at the same time I would probably need more colliders for the arms since they would be stretched out beyond the collider which is a capsule. I have no idea where to go from there, I’ve kind of been doing all this on my own so far with a few short tutorials here and there.