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It happens in some conditions, maybe get stuck with some colliders? But I can not find the rule, and in my logs i haven't find any "strange"...
So nobody ever had this problem? Clearly it's a bug.
Still exists in version 2017.4.12f1
I use CharacterController.Move in FixedUpdate of a model, the motion vector is calculated with some spec rules. The motion vector itself is not...