Sinking NPC (Not a simple collision question)

Hi all, I used the search on here, and all I got was answers about no collision with the floor at all. If this has been answered elsewhere, I apologise.
I’ve made an NPC flea (the video will make it make sense!!) that comes after you if you get too close. The frustrating thing is, as it comes over the terrain, it slowly sinks until it’s about halfway through the floor, then stays there. I’ve tried moving the collider capsule down to compensate, but nothing changes.
I managed a workaround by making the flea a rigidbody and constraining 2 of the axis, but it started causing issues when I introduced the second level, and I know transform used with rigidbodies is not the best.
I used Blender to make the model, and the animation jumps straight up and down there. When I first import it into Blender, the “cube” part of the model (not the mesh itself) is rotated through 298 degrees, which tilts it forwards slightly. I change this to 270 degrees to square it up. The flea mesh itself is still orientated correctly. Is there something obvious I’m missing? I’ve put a video of the problem here to help:

and a picture of the imported object, before any changes at all:

Any help would be greatly appreciated, and sorry for the long winded question!

First, about the rotated bounding box of your object, I guess there was a mix in blender between the entire object rotation and pixel placement. But that’s not going to cause any trouble for the physic anyway.

For sinking character controller, what is your ground collider ? Mesh collider of a plane, or of the actual mesh ? What functio ndo you use to move the character controller, SimpleMove or Move ?

There you go - Berenger was spot on. Use Move or Simplemove for your NPC’s, not Transform. Winner :slight_smile: