my character is clipping through walls, nothing helps

i have it’s movement script in fixed update, i have his rigidbody’s collision detection set to Continuous, and interpolate to be interpolate

yet it clip’s through walls
i’ve played with project settings Time, that didn’t help

i’ve figured out that the problem is probably in character’s speed, i gave it a default speed of 40 and it clipped

still no idea on how to fix it

void FixedUpdate()
    {
        Move();
        Dash();
    }

    void Move()
    {

        float tHmove = Input.GetAxisRaw("Horizontal");
        float tVmove = Input.GetAxisRaw("Vertical");
      
        Vector3 wDir = new Vector3(tHmove, 0f, tVmove).normalized;
        wDir = Quaternion.Euler( 0, car.eulerAngles.y, 0) * wDir;

        transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(wDir) , 0.2F);
        transform.Translate (wDir * sSpeed * Time.deltaTime, Space.World);  
    }
    void Dash()
    {
        bool dashing = Input.GetKeyDown(KeyCode.LeftShift);
        if (dashing)
        {
            StartCoroutine(IeDash());
            //dashTime = 0;
        } 
        if (!dashing)
        {
            sSpeed = speed;
            
        }
        /*
        if (dashing && dashTime >= alowedDashTime)
        {
            Debug.Log("ass");
            alowedDashTime += Time.deltaTime;
            yield return null;
        } */
    }
    ///////
    IEnumerator IeDash()
    {
        dashTime = 0;

        while (dashTime < alowedDashTime)
        {
            Debug.Log("ass");
            sSpeed = dashSpeed;
            dashTime += Time.deltaTime;
            yield return null;
        }
    }
}
![195074-screenshot-2022-04-16-19-15-39.png|366x633](upload://vUhd3orCtCZxnWAgy4a21zM3Kaa.png)

Never mind guys, fixed it myself ,

found out that the problem was in me using “transform.Translate”
i changed it to AddForce

there is a script b4

         Vector3 wDir = new Vector3(tHmove, 0f, tVmove).normalized;
         wDir = Quaternion.Euler( 0, car.eulerAngles.y, 0) * wDir;
 
         transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(wDir) , 0.2F);
         transform.Translate (wDir * sSpeed * Time.deltaTime, Space.World);  

and after

Vector3 wDir = new Vector3(tHmove, 0f, tVmove).normalized;
             wDir = Quaternion.Euler( 0, car.eulerAngles.y, 0) * wDir;

rb.AddForce(wDir.normalized * sSpeed, ForceMode.Impulse);
        if (wDir != Vector3.zero)
        {
            transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(wDir) , 0.2F);
        }

i also had to change the way i handle character’s .y rotation
in the rigidBody inspector had to check freeze y rotation

hope it’ll be useful to somebody