Hi,
i have read that we can use a characterController and a rigidbody set to “kinematic”, and then turn off the kinematic when there is a collision. How could we do this? I have this kind of code :
function seekPlayer(){
var moveDirection=Vector3.zero;
directionToPlayer=player.transform.position-transform.position;
distanceToPlayer=Vector3.Distance(transform.position,player.transform.position);
var playerAngle=Vector3.Angle(directionToPlayer,transform.forward);
if((Mathf.Abs(playerAngle)<visionAngle && distanceToPlayer<visionRange) || canSeePlayer==true){
Physics.Linecast(transform.position,player.transform.position,hit,~sameLayer.value);
moveDirection=transform.forward;
if (hit.collider.name==player.collider.name){
and when i add a rigidbody to my characters, i get a reference null at :
if (hit.collider.name==player.collider.name){
Is it possible to still use the characterController to move the character, and the rigidbody to simulate the collision only?
Thanks