Is unity CharacterController good?

Is unity CharacterController good?

MadJohny. 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 do you get velocity in Rigidbody unity?

How to get rigidbody velocity?

  1. float maxSpeed = 1.0f; // units/sec.
  2. void FixedUpdate() {
  3. Rigidbody rb = GetComponent();
  4. Vector3 vel = rb. velocity;
  5. if (vel. magnitude > maxSpeed) {
  6. rb. velocity = vel. normalized * maxSpeed;
  7. }
  8. }

Should I use a Rigidbody or character controller?

They both react with colliders but there are some slight differences. 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).

Can a character controller be affected by physics?

The Character Controller can not be affected by objects through physics. Note that changing Character Controller properties in the inspector A Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info

How do you push objects with 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.

Why is my character velocity not working in Unity?

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation. The current relative velocity of the Character (see notes).

What can a character controller be used for?

Character Controller. The Character Controller is mainly used for third-person or first-person player control that does not make use of RigidbodyA component that allows a GameObject to be affected by simulated gravity and other forces.