I have kind of a weird bug. I made a game where the player navigates a maze, but I found out that at the corners where two walls (planes) met, the player could slip through if it hit the corner on a diagonal. So I changed it so that the walls were cubes instead, but I have the same problem: the player slips through at the corners, even though this means it actually ends up inside a cube. Is there some way I can make the cube solid so this doesn’t happen?
How is your character scaled?
If you were to create a default cube in Unity, how big is it compared to your environment?
Are you using the default FPS controller? What speed do you have the character moving at?
Sometimes if the character is moving at too high a rate of speed he’ll travel so far between frames that he’ll go through a collider.
Another thing… how are you moving the collider? If you’re using a CharacterController, you should use the Move or SimpleMove functions and for a rigidbody object, you should use the AddForce variants. If you are moving the character by updating its transform.position, it will cause problems for the physics.