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    Limitations

    This page outlines some known limitations of the Character Controller.

    • The root character entity must never be a child of another entity. However, there is a mechanism to imitate parenting. For more information, see the documentation on parenting.
    • While this character controller offers support for dynamic rigidbody interactions, which tries to imitate the behavior of a fully dynamic character, it has the following limitations:
      • You can't constrain the character rigidbody's movement with physics joints. The character is a kinematic rigidbody, so it has the same limitations with joints that any regular kinematic rigidbody has.
      • Characters can simulate believable dynamic physics interactions with a single rigidbody, but dynamic physics interactions between more than two rigidbodies simultaneously aren't physically accurate.
      • A character with SimulateDynamicBody set to false (kinematic character) can't push a character with SimulateDynamicBody set to true (dynamic character). In order for one character to be able to push another, both of them must have SimulateDynamicBody set to true
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