Under what conditions could CharacterController.move( Vector3.zero ) actually cause movement?

Ya, so I later discovered this thread:

Apparently you have to either disable it, alter the transform, then enable OR you can call Physics.SyncTransforms(); after messing with the transform and it flushes the changes to the physics engine or some such. It actually jogged my memory that I had in fact used the same thing earlier in my project when I also needed to set the player position but it was so long ago that I just forgot about it… oh well. That’s cleared up at least.

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