I was testing some new doors a while back, and ran into something weird. The door frame mesh collider had an opening over 1m wide, and 2.4m high. My player was 1.8m tall, had a body capsule with a radius of .3m, and Unity colliders enabled. You'd think there would be enough room, but he still couldn't get through. If I widened the door frame enough, he could finally pass, but then the door didn't look right. I posted about it at the time, but got no answer, so I set it aside and worked on other things. I ran into the problem again today when trying to walk between two side rails on a 1m wide stairway. After digging into the Actor Controller collision properties, I discovered that turning off the Pushback feature solved the problem. Is there any way to have Pushback enabled and still walk through reasonably sized doors? I'd like to have both features. So do I need to have scripts on all my doors that turn Pushback off while going through them, or can it be configured some other way to allow door passage? The manual says there's a performance penalty when using it, so should it only be enabled when the player is about to get hit by something?