How to make a CharacterController interact with RigidBody.

I don’t want to use a RigidBody character but I want to know if it is possible to make a CharacterController be acted upon by rigid bodies. Say a big cube flies out of nowhere towards the player, once the cube hits the player, the player should be flung away rather than stand still as if nothing has happened.

How would I do this, if it is possible to do?

Yes, this is quite possible but there are limits. As you may know, only one of the two objects needs to have an RB for Unity to register a collision so your cube example would register the event and trigger the code.

You would need to decide how the character reacts. Topics include: does it spin? What’s the vector for the resulting translation? Will you implement your own gravity system? What’s the magnitude of the impact and does it depend on relative mass?

Why do you not want an RB? If it’s simply because you don’t want physics interactions, you can mark it as kinematic.

Two other possibilities. Use triggers instead. Or use Bounds.Intersects. You don’t see many writing about this second option, probably because it’s an edge use case and doesn’t return collision info but it might help if your case is not complex.