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 ExampleClass : 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 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: return if hit.moveDirection.y < (-0.3F): return pushDir as Vector3 = Vector3(hit.moveDirection.x, 0, hit.moveDirection.z) body.velocity = (pushDir * pushPower)