is Rigid body that behaves like Character Controller possible?

Hello, I like to use the character controller because of how precise it is, and the fact that it doesn’t have to deal with all the physics related stuff that my games don’t use.

However, I am bothered by the fact the character controller does not rotate along with the player if you change the rotation.

Colliders, on the other hand do move into the proper orientation when rotating.

But whenever I try to use a rigidbody + collider, it behaves in ways that are too sensitive, and results in pushes and pulls that I do not want or need in my game.

I just wanted to know if it was possible to either have a character controller like thing that actually does properly rotate, or alternatively, if there was a means to get a rigidbody + capsule collider to behave like a character controller.

Thanks for reading.

Hey!

Why would you want character controller to rotate? If you want your character face another side, you can rotate it’s visual representation (character’s mesh).

If what you want is to tilt character controller from being vertical, I think it is not possible, it is indended to stay vertical.

It is not a trivial task. However, of course, you can write you custom character controller based on the rigid body. It will also give you some advantages, like player reacting to the collisions with another rigid bodies. I can’t help you with links, but I believe I saw several implementations of custom character controllers that use rigid body. Try google it.

Start by just locking certain rotation axes of the rigidbody (like z and x if your in 2d) so it stays upright, and then test out using capsule collider and moving with forces. The trick then is animating properly to match the situation… good luck!