Hi, I have trouble with character may get pushed by other rigidbodies while slowing down. When I stop my character in front of a enemy, he uses a attack with RootMotion(which will be transfer to Kinematic movement) and pushes my character back a little bit. See, I kinda make a similar character controller like your example, I use the sharpness as acceleration to make a transition between fully stopped and moving. And I don't want my character can be pushed by other characters when he tries to halt before his speed reaches 0. Seems that the velocity passed into UpdateVelocity function is already changed while he gets pushed. I can use larger sharpness but the accelerating effect will be gone too. I tried different Rigidbody Interaction Type, Simulated Mass, Preserve Attached Rigidbody Momentum but they don't seem to work for my need. So any idea to actually avoid the push away interaction temporarily?