OnControllerColliderHit is called when the controller hits a collider while performing a Move.
This can be used to push objects when they collide with the character
// this script pushes all rigidbodies that the character touches
var pushPower = 2.0;
function OnControllerColliderHit (hit : ControllerColliderHit) {
var body : Rigidbody = hit.collider.attachedRigidbody;
// no rigidbody
if (body == null || body.isKinematic)
return;
// We dont want to push objects below us
if (hit.moveDirection.y < -0.3)
return;
// Calculate push direction from move direction,
// we only push objects to the sides never up and down
var pushDir : Vector3 = Vector3 (hit.moveDirection.x, 0, hit.moveDirection.z);
// If you know how fast your character is trying to move,
// then you can also multiply the push velocity by that.
// Apply the push
body.velocity = pushDir * pushPower;
}
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
public float pushPower = 2.0F;
void OnControllerColliderHit(ControllerColliderHit hit) {
Rigidbody body = hit.collider.attachedRigidbody;
if (body == null || body.isKinematic)
return;
if (hit.moveDirection.y < -0.3F)
return;
Vector3 pushDir = new Vector3(hit.moveDirection.x, 0, hit.moveDirection.z);
body.velocity = pushDir * pushPower;
}
}
import UnityEngine
import System.Collections
class example(MonoBehaviour):
public pushPower as single = 2.0F
def OnControllerColliderHit(hit as ControllerColliderHit):
body as Rigidbody = hit.collider.attachedRigidbody
if (body == null) or body.isKinematic:
return
if hit.moveDirection.y < (-0.3F):
return
pushDir as Vector3 = Vector3(hit.moveDirection.x, 0, hit.moveDirection.z)
body.velocity = (pushDir * pushPower)