Legacy Documentation: Version 2017.2 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

CharacterController.enableOverlapRecovery

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public var enableOverlapRecovery: bool;
public bool enableOverlapRecovery;

Description

Enables or disables overlap recovery. Enables or disables overlap recovery. Used to depenetrate character controllers from static objects when an overlap is detected.

Overlap recovery can be used to depenetrate character controllers (CCTs) from static objects when an overlap is detected. This can happen in three main cases:

- when the CCT is directly spawned or teleported in another object

- when the CCT algorithm fails due to limited FPU accuracy

- when the "up vector" is modified, making the rotated CCT shape overlap surrounding objects

When activated, the CCT module will automatically try to resolve the penetration, and move the CCT to a safe place where it does

not overlap other objects anymore. This only concerns static objects, dynamic objects are ignored by overlap recovery.

When overlap recovery is not activated, it is possible for the CCTs to go through static objects. By default, overlap recovery is enabled.

Overlap recovery currently works with all geometries except heightfields.

Did you find this page useful? Please give it a rating: