Character Controller Pro (1.4.x)
  • Introduction
  • The package
    • Content
    • Versioning scheme
    • Importing the package
    • Using the package
    • Known issues
  • Fundamentals
    • Core
      • Character
      • Character body
      • Character actor
        • States
        • Stable movement features
        • Velocity
    • Implementation
      • Character state controller
      • Character state
      • Character brain
  • How to...
    • Core
      • Create a basic character
      • Add behavior logic to your character
      • Move the character
      • Rotate the character
      • Leave grounded state (e.g. jump)
      • Change the size of the character
      • Disable collisions (ghost)
      • Use the character information (with examples)
      • Use root motion
      • Detect a character using a "detector"
      • Add a static one way platform
      • Add a dynamic one way platform
    • Implementation
      • Organize the character hierarchy
      • States
        • Add and configure the state machine
        • Create a state
        • Transition from one state to another
        • Handle animation
        • Modify an IK (inverse kinematics) element
      • Actions
        • Define your own actions
        • Use the character actions
        • Use a custom Input Handler
        • Use the new input system
        • Create your own AI movement logic
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  • Disabling the collider component
  • Configuring the collision matrix
  1. How to...
  2. Core

Disable collisions (ghost)

There are currently two ways an actor (Rigidbody) can be able to properly ignore obstacles in the scene:

Disabling the collider component

The actor uses a ColliderComponent component which is a wrapper around a 2D/3D collider. Enabling or disabling this component will automatically enable/disable the collider.

CharacterActor.ColliderComponent.enabled = enableCollider;

Configuring the collision matrix

Another way to make a ghost character is by changing the collision matrix from the Physics (Physics2D) settings. By default, the character actor uses the current collision matrix for all collision detection methods.

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Last updated 6 months ago