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Rigidbody vs. Character Controller

Hey guys, i'm very doubtful about which component I should use. So, let me know what u guys thing I should use and pls, y?

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asked Jan 04 '13 at 07:27 PM

Estevominador gravatar image

Estevominador
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It depends.

If you want a normal FPS or just a normal character, use the CharacterController. If you want an airplane, tank, vechicle etc, use the rigidbody.

Rigidbody is better when you need to add forces or something to an object, but if it's a normal character, I suggest the CharacterController

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answered Jan 04 '13 at 07:44 PM

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Yes, the CharacterController is a special capsule collider aligned to the Y axis, thus if works fine for biped characters - if they aren't supposed to lay down, because the capsule is always upright. The CharacterController is also much easier to control, and don't have weird and wild reactions when colliding to something - it just stops at the colliders. The Rigidbody, on the other hand, is too wild: it bounces and starts spinning when colliding with anything. If have to make a Rigidbody character, set rigidbody.freezeRotation to true and rigidbody.drag to a reasonable value (1 to 5, for instance), then use AddForce to move it - these settings make the rigidbody behave more like real world objects, while with the default values it looks like in outer space (freezeRotation only blocks physics rotation - you can rotate the object with transform.Rotate as usual).

Jan 05 '13 at 02:32 AM aldonaletto
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asked: Jan 04 '13 at 07:27 PM

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Last Updated: Jan 05 '13 at 02:33 AM