#RigidBody vs CharacterController

1 messages · Page 1 of 1 (latest)

faint arrow
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Hello!⭐
I have used to work with chatacter controller for the past 3 years and it has been a very open solution to writing any physics that I needed.

However last year I switched to RigidBody and it seemed to do anything I tried before but much faster and more convinient.
I can create so many different types of Players on the same encapsulated code and not change much, when in character controller it seems to be much harder to achieve the same result.
So in modern Unity, what is the difference between ChatacterController and RigidBody? And do you think Unity has a possibility of releasing a mixed version of them in the future?
What is your opinion on such a thing as chatacter controller (capsule) collider with the built in settings (like IsGrounded, slopes control, etc) with rigidbody's .AddForce and .AddTorque.

Thank you, and happy Unite!🤩✨

short gulch
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Hello Yonatan!
A Rigidbody is a component meant to add realistic physics to an object in the game while the CharacterController provides collision detections and is used for character movement. I wouldn't really use Character Controllers and RigidBody since they could conflict with one another. You might wanna use a CharacterController when an object is is not affected by forces therefore needing a collision detection but without using physics and use RigidBody when controlling object's position through physics simulation is necessary for your game.

I hope it helps and happy Unite to you too 😄