How can I have better physics interaction with a FPS Controller

I have tried the Rigid Body Controller and found that my character slides backwards and randomly flies off. I also tried making my own script (relavent parts of script below). However, objects still don’t move realistically and my character is also thrown into the air.

function OnControllerColliderHit (hit : ControllerColliderHit){
    var body : Rigidbody = hit.collider.attachedRigidbody;
	
    // no rigidbody
    if (body == null || body.isKinematic) { return; }

    // We dont want to push objects below us
    //if (hit.moveDirection.y < -0.3) { return; }

    // Calculate push direction from move direction,
    // we only push objects to the sides never up and down
    var pushDir = Vector3 (hit.moveDirection.x, hit.moveDirection.y, hit.moveDirection.z);

    // If you know how fast your character is trying to move,
    // then you can also multiply the push velocity by that.

    // Apply the push
    body.AddRelativeForce ( pushDir * speed * pushPower );
}

Hi,
Why are using two forces (spped * pushPower).This might add more force to the object to make it fly away and whare you using y axis in pushDir.Dont use y axis in the pushDir this will make the object to fly vertically.
Add these few Changes to your script
From

var pushPower:2;////i dont know whats your value
var speed:3///i dont know whats your value
function OnControllerColliderHit (hit : ControllerColliderHit){
/// your other code
var pushDir = Vector3 (hit.moveDirection.x, hit.moveDirection.y, hit.moveDirection.z);

    // If you know how fast your character is trying to move,
    // then you can also multiply the push velocity by that.

    // Apply the push
    body.AddRelativeForce ( pushDir * speed * pushPower );
}

To

var pushPower:float = 4;//any value

function OnControllerColliderHit (hit : ControllerColliderHit){
////your other code
var pushDir:Vector3 = Vector3(hit.moveDirection.x,0,hit.moveDirection.z);
///push
body.velocity = pushDir * pushPower;
// you can alos use body.AddForce
}