Colliders move through player when he/she is standing still

Einar 5 months ago in Game Creator updated by Marti (Lead Developer) 4 months ago 2

I am experimenting with moving platforms, and they mostly work when I have triggers that attach/detach the player. But I have some issues when the player is standing on the ground and is hit by a moving platform that hovers a bit above ground.

Basically, when the character is moving, collision detection works.

When the character stands still, collision detection only works for moving colliders that are at ground level.

Moving colliders not touching ground just passes through an idle player.

Any way to make sure flying moving colliders push the character, just like a collider moving along the ground does? I've tried attaching rigibodies to the colliders, but then it just gets crazy. And from my understanding GC is not a physics controller anyway.

My guess is that some of the collision logic is only run when the character is actually moving, and the reason the colliders sliding along the ground still works has to do with slope detection. But I hope there is an easy fix somewhere.

Unity version:
2018.4 LTS
Game Creator version:


I've attached a scene (needs GameCreator installed in the project already) that should illustrate the issue easier than my explanation =D


Thanks for bringing this up and the scene example. This indeed looks like a bug. I'm not sure it comes from Game Creator though. I've experimented a bit and it looks like Unity detects collision only on the top and bottom "spheres" of the capsule collider provided with the Character Controller. If the box is big enough to touch these spheres, the collision is registered.

There are ways to circumvent this, and I'll be looking into it!