(Rigidbody-Character Controller) and (parent-Child)?

Hi! I have been working on something that I think is a simple solution for professionals for 1 day. And now I decided to ask you. I will try to explain it very simply. I have a ship and a player. And also a unity store asset (stylized water 3) that allows me to create a sea. My ship can swing on the sea with the align transform to water coming from this asset. Now let’s come to the main question. I want the player to stand properly on the ship. Right now it is either sliding or the ship and character are flying to different places. My character is controlled with the character controller. In this state, if I make the character a child of the ship, everything works as I want. The character moves with the ship and adapts to the rotations of the ship. But the main problem is that since there is no rigidbody on the ship, the ship cant collide islands and rocks in this way. If I add a rigidbody to the ship, the character and ship cannot stand properly with the parent relationship and they fly to stars. I could not connect the ship’s movement and rotation to the character with code and ensure that the character can move freely together on the ship. I don’t know how to do this right now. Any help, a different solution, anything would be great. Thank you

I would make both the ship and character a rigidbody. But if you don’t want to add a rigidbody to the player then don’t make it a child of the ship but instead use GetPointVelocity to get the velocity of the ship below the player’s feet and add it to the player’s velocity.

Don’t create a “ship-parent” relationship. If the player slides around too much while standing on the ship then add a high friction physics material to the player to help them stick to the deck. Just like in reality if you don’t want to slide around while onboard a ship then you wear suitable footwear.

And be aware that you can add multiple colliders to a game object and each collider can have its own physics material. This means you can have a high friction collider on the bottom of your player and a low friction collider for the upper body.