Pushing rigidbodies around

Related to my movement question (which looks to be resolved by Mike, thanks), but it's different enough to warrant its own question.

I'm using the OnControllerColliderHit script from the docs to push rigidbodies around with no problems. What i'd now like to do is keep the initial jolt that I give an object (since the player will be running at speed), but thereafter slow my character's movement speed down while he's touching/pushing the object.

I can change the speed in OnControllerColliderHit, but I don't have a way to reset it after the character stops touching the object. I tried using triggers, but then the character slows down just before he makes contact. Things got a bit messy when I tried using various booleans and/or distance checks. Below is the unmodified pushing script.

// this script pushes all rigidbodies that the character touches
var pushPower = 2.0;

function OnControllerColliderHit (hit : ControllerColliderHit)
    var body : Rigidbody = hit.collider.attachedRigidbody;
    // no rigidbody
    if (body == null || body.isKinematic)

    // We dont want to push objects below us
    if (hit.moveDirection.y < -0.3) 

    // Calculate push direction from move direction, 
    // we only push objects to the sides never up and down
    var pushDir = Vector3 (hit.moveDirection.x, 0, hit.moveDirection.z);

    // If you know how fast your character is trying to move,
    // then you can also multiply the push velocity by that.

    // Apply the push
  //  body.velocity = pushDir * pushPower;
  body.velocity = pushDir * moveChar.currentSpeed;


Anyone have any ideas? Thanks

Response from Andeeee on the Unity forum. I'm ashamed I didn't think of this.

The CharacterController's Move function returns a CollisionFlags object. This detects whether an object is in contact with the top, sides or base of the controller. If you check this in the Update/FixedUpdate function, you can tell if the object has stopped touching another rigidbody and then restore its speed to normal.