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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 : float = 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 ExampleClass : MonoBehaviour {
    public float pushPower = 2.0F;
    void OnControllerColliderHit(ControllerColliderHit hit) {
        Rigidbody body = hit.collider.attachedRigidbody;
        if (body == null || body.isKinematic)
        if (hit.moveDirection.y < -0.3F)
        Vector3 pushDir = new Vector3(hit.moveDirection.x, 0, hit.moveDirection.z);
        body.velocity = pushDir * pushPower;
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	public pushPower as float = 2.0F

	def OnControllerColliderHit(hit as ControllerColliderHit) as void:
		body as Rigidbody = hit.collider.attachedRigidbody
		if (body == null) or body.isKinematic:
		if hit.moveDirection.y < (-0.3F):
		pushDir as Vector3 = Vector3(hit.moveDirection.x, 0, hit.moveDirection.z)
		body.velocity = (pushDir * pushPower)