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Character Controller Size


tjheldna
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You run into problems like characters on two different navmeshes not avoiding each other. So at this time I am not going to try to make it more complicated than that. I think you will find characters of very different sizes can use the same size physics. I see this all the time in AAA games.

My job is to make tools you love, with the features you want, and performance you can't live without.

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Anyway, you can keep that uniform cylnder for navmesh only , and check character collision agains other bigger using a simple vertical cylinders collision math.

And against roof or passing a tunnel or arch , you can just make a raycast from character head to highter position.

Stop toying and make games

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