I’m having a slight issue with triggers. It’s not a big problem so much as just something that irked me.
When I collide a trigger with something like, say, a rigid body, the effect of the trigger is immediate, it works the exact moment the collision happens. That’s good, that’s what I want.
But with a character controller, I don’t get those same results. The character controller gets to penetrate the trigger object a bit before the effect happens. I don’t want this.
For instance, I’m using the object the player is colliding with as an instant death. the problem is it’s not instant, the character moves through the object a ways before said death happens.
The CharacterController’s skin width setting specifies how much its collider can overlap with another before the collision is registered. You can reduce this value to reduce the overlap, but if it is set too low it might result in two controllers getting stuck if they happen to pass in a narrow space.
Nah, I played with the skin width, and it doesnt seem to be the problem. For instance, if I uncheck the trigger box, turning the instant death object into a normal collider object, there’s no penetration between my character controller and the object. In fact my object sits a tiny bit above it. So the skin width doesn’t seem to be an issue.
I did try increasing the size of the trigger a bit, and that mostly worked, I was just wondering if there was a way to prevent the penetration altogether. Really it’s not that big a deal, I was just curious.
Anyway, now I’m on to bigger, more pressing collision questions.
I’m trying to get a character controller and a collider to ignore each other. My character is shooting bullets, but unfortunately he occasionally collides with it on instantiation which gets in the way of his movement.
I tried IgnoreCollision, but that doesn’t seem to work on character controllers.
Lol, why can’t the collider that comes with the controller act more like a normal collider?