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FirstPersonController slide on collider edge instead of falling

Discussion in 'Physics' started by Dragonic8926, Feb 23, 2017.

  1. Dragonic8926

    Dragonic8926

    Joined:
    Mar 10, 2014
    Posts:
    27
    Hello,

    I'm working on a small minecraft-like voxel engine with Unity, and just tried to add the FirstPersonController from the standard assets into my scene.

    Almost everything is perfect with just the FPS prefab, but I have a weird behaviour at the edge of my boxes' colliders : instead of just falling like I want, the player slide for a while on the edge.



    So instead of this :



    I have somehting like that for now :



    I would like some help to figure how to avoid this behaviour. Thank you !
     
  2. Dragonic89

    Dragonic89

    Joined:
    Jan 3, 2013
    Posts:
    48
  3. Bisccit

    Bisccit

    Joined:
    Jan 31, 2017
    Posts:
    1
    maybe it is because the FirstPerson Prefab has a capsule cillider.
    because the collider does not slide, it wil walk on the round edges of the capsule.
    try using a box collider instead.