Should I use a character controller or Rigidbody?

Should I use a character controller or Rigidbody?

While the Rigidbody will react very precisely and even use the physics material property to calculate the reaction, the Character Controller will be more permissive : It will automatically climb slopes and steps (according to its parameters).

Does a character controller have a Rigidbody?

The main difference is that we don’t have a Character Controller component attached to the Player GameObject but a Capsule Collider and a Rigidbody. On the Rigidbody, set the X and Z axis rotations to be locked. Also note that I changed the Drag, we’ll see why later. The other options are default values.

How do you use Rigidbody with character controller?

Character Controller with rigidbody

  1. var mass: float = 3.0; // the lower the mass, the higher the impact.
  2. var hitForce: float = 2.5; // impact “force” when hit by rigidbody.
  3. var player: GameObject;
  4. private var impact = Vector3.
  5. private var character: CharacterController;
  6. function Start(){

How do you use gravity character controller?

Anyway, the basic idea is to get a Gravity Vector, determine if you characters is Grounded using CharacterController. isGrounded. then add it to your movement vector. If you use Move, you need to multiply it by Time.

How do you get rigidbody to move forward?

You move Rigidbody with Rigidbody. MovePosition and rotate it with Rigidbody. MoveRotation if you want it to properly collide with Objects around it. Rigidbody should not be moved by their position, rotation or the Translate variables/function.

Which is better a rigidbody or a character controller?

The key factor in your decision between using a Character Controller and a Rigidbody is what kind of physical interactions your player will have with your environment. A Character Controller “fakes” a lot of things – that is, you will quickly find that it does not interact properly with Unity’s physics simulation.

Can a rigidbody controller be used in Unity?

Before embarking on creating my own rigidbody controller, I tested out the community’s ordinary character controllers and the assets that come with Unity. They worked great, but each had a few problems. Off the top of my head, a lot did not support slight air control. They either supported none, or had full speed air control.

Do you need a character controller for a first person shooter?

Whether or not this matters will depend on the requirements of the game you want to make: if you’re just doing some kind of first-person shooter with minimal actual physical interaction with the environment (just programmatic/scripted actions), then a Character Controller would probably be fine.

How does the rigidbody FPS controller work on static geometry?

If you use this, make sure you mark static geometry as static, or else my code will have to be modified. To prevent sliding, the controller essentially cancels gravity while you are idle on static geometry. On non-static geometry, it is not canceled so it interacts correctly with other rigidbodies.