Actually our programmer didn’t implement full physics character but I wonder if this problem will still be there later.
I have a couple of doors with a hinge and when I try to push them with the standard characther (I added a rigidbody to it) they behave a bit weirdly and often I get stuck in them.
Does it depend on how often physics is calculated or precision or something similar?
Is it hard wired to Unity or configurable someway?
I ask this because our project makes HEAVY use of physics for gameplay so we can’t work this out if phys config is not changeable.
OK I see that with other physics bodies the doors are working fine so I think that the character just interact weirdly with full physics bodies. I hope it’ll fix when code will be imported in Unity.
Is the character using a CharacterController? This will not affect the physics in the usual way. If you want to push rigidbodies in the scene, you need to use code in the OnControllerColliderHit function to add a force to the colliding object. There is a code sample that demonstrates this on the manual page.
So it’s something like a dirty trick… we’ll pretty soon change all the system to move a full phys body so I guess there will not be any need for that.
Thank you anyway!