# 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.
From

``````var pushPower:2;////i dont know whats your value
var speed:3///i dont know whats your value
function OnControllerColliderHit (hit : ControllerColliderHit){
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){