Humanoid characters collider

I’ve been using a capsule collider for a long time for my humanoid character, but i feel like it’s time to use something better, something that will make a normal collider to fit the body… Ragdoll wouldn’t work properlly with all my systems and stuff, but i applyed it to my character and deleted everything except the colliders. But it is all bumpy and stuff when i use this, like i can’t think of anything else, what should i do ? I can’t use stupid capsule forever, if i ran into a wall, and keep runing, the hands cross the capsule range and they ofcourse go through walls

You can stop or swap the animation when capsule comes in contact with walls. To make it look better, you can ray cast ahead to slow the player and play animation to show to that.
More advanced is IK on hands and feet.

Hm, i don’t know what you mean with “You can stop or swap the animation when capsule comes in contact with walls”, but i understand the rest, and theese are good ideas but not really what i want, it would currupt my systems

Are you saying that your arms aren’t colliding with the wall and going through it or you’re walking through the wall?

If it is just your arms or weapon or w/e there is a pretty simple way to solve that.

I want a collider that would fit the body, like every bodypart has it’s collider, but ragdoll thing is bumpy, idk it’s just, nah.
What i want to do example, i’ve got a roll animation, and when he rolls, he can roll under something, but the capsule collider doesen’t allow him, and making the capsule collider smaller through scripts is a bad idea, it’s just crazy, it would have tons of bugs. You get the point i think, i want the collider that fits the body and follows bodyparts, but ragdoll is not a solution, somehow it just makes the character bump when walking and stuff.

Eh who said anything about a ragdoll?

You didn’t, but just added it there to explain myself better.