Unity collision problem

I have a sword model under first person controller with a capsule collider. I also have a cube with box collider and rigidbody. I’m trying to get the two to collide with each other but no matter what the sword just goes through the cube. When I debug for collision it tells me I am hitting it but it doesn’t collide.

My player collides with the cube fine so I’m not sure what is wrong.

Is there a better way of setting up the collision? Am I doing something wrong?

I have been working on it all day and I tried to work it out myself before asking, but I am stumped. Any help is greatly appreciated.

If you move a static collider (which your sword is), rigid bodies will attempt to move away from it’s collision, but only if you move slow enough (it’s an Unstoppable Force).

Are you expecting the sword to stop your CharacterCollider? It won’t. Are you expecting it to stop your attack animation? It won’t. If you move a static collider, it will move as instructed.

If you describe what you want to have happen, we can help. For example, you could make the sword be a Rigidbody attached by a stiff Joint to a kinematic Rigidbody in your hand. Or at the end of yor arm, and then have your hand bone track the sword for realism.

In my rpg though, I just let the sword pass into the wall… at some point it’s just annoying for the player to have to stop his sword getting jammed in a ladder as he climbs - makes him feel frustrated and trapped.