Can character controller detect collision? So it seems character controllers will ONLY do collision detection if they are moving, and they will only detect in the direction they are moving. Not only that, but if any part of the object passes through the player as he's running into it, the entire player will run right through it.
Does character controller need Collider unity?
The Character Controller
Its function is to move the player according to the environment (the colliders). It doesn't respond nor uses physics in any way. Basically, you will move your player like you would do with a Transform, but you can't go through colliders.
Is character controller good unity?
Seriously, the included character controller is really only good for prototyping. It's slow, glitchy, generally a mess that deals with its own special physics, and all around a bad thing. For a project like yours, you're really going to need your own.
How can I make my player a CharacterController push rigidbody objects?
Can you use Rigidbody and character controller?
If you want to push Rigidbodies or objects with the Character Controller, you can apply forces to any object that it collides with via the OnControllerColliderHit() function through scripting.
Related faq for Can Character Controller Detect Collision?
How do I make my character move in unity?
How do I rotate a character controller in unity?
What is a kinematic character controller?
A kinematic character controller is more complex but allows to tune all aspects of the character movement. The dynamic character controller is a faster and simpler implementation. It is called "dynamic" because the character is modeled as a RigidBody where velocities are set.
How do character controllers interact with physics?
How do you make a Rigidbody FPS controller?
How do you use third person controller in unity?
How do you add a character controller in unity?
How do I use a controller with Unity player?
Should I use FixedUpdate or update?
FixedUpdate is used for being in-step with the physics engine, so anything that needs to be applied to a rigidbody should happen in FixedUpdate. Update, on the other hand, works independantly of the physics engine.