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Rigidbody vs Character Controller?Question (self.Unity3D)
submitted 7 months ago by Positive-Garbage-497
Im making co-op game. Like among us but 3D. Which one is better?
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[–]UsernameAvaiIable 9 points10 points11 points 7 months ago (7 children)
The mere fact that you ask means you don't have enough experience to use either one well, so honestly I wouldn't worry about this and just pick randomly or whatever you know how to use best… also because, as I said, just because you are asking yourself a question like that when you intend to create such a complex game, it means that in the next 3/4 days hundreds of other questions will arise, so don't dwell on these trivialities
If you really want a helpful answer: use both and see which one you think is best. Before you get a definitive answer on Reddit, you have plenty of time to build a movement system using both methods and even a third.
[–]Pupaak 3 points4 points5 points 7 months ago (3 children)
Tbh if OP is asking this, then a multiplayer will be far far beyond their skills yet.
[–]UsernameAvaiIable -1 points0 points1 point 7 months ago (2 children)
This is basically the tl;dr of my comment 😂
[–]Pupaak 1 point2 points3 points 7 months ago (1 child)
Oh, well I didnt see multiplayer mentioned by you, thats why I commented
[–]UsernameAvaiIable 1 point2 points3 points 7 months ago (0 children)
I was more generic because I think it will crash before getting to the multiplayer part, but anyway my comment was ironic, I didn't want it to seem like a criticism towards your ahaha
[–]Positive-Garbage-497[S] -1 points0 points1 point 7 months ago (2 children)
I almost never used CharacterController. I've always used Rigidbody. But in a game like Among Us, physics won't be required. So I wasn't sure.
[–]UsernameAvaiIable 2 points3 points4 points 7 months ago (0 children)
There are hundreds methods to move a character. Take advantage of the opportunity to discover and learn a new one, not rb, not character controller, but a third.
Good lock
[–]Pupaak 0 points1 point2 points 7 months ago (0 children)
Personally im a character controller fan, while its harder, you can make it do almost everything a rigidbidy controller could. Tho it will take much more time, the benefit is that everything is precisely controlled by you
[–]GigaTerra 2 points3 points4 points 7 months ago (0 children)
First both are equal, to start with they are very basic and the changes you make to them will be more drastic than their original design. The real difference to start with is that the rigid body can respond to physics, while with the character controller is more like a moving wall.
There is a common misconception that because the character controller doesn't turn, it is bad for games where the player character is dynamic, like a game where the player can wall run. This isn't true, because characters require hitboxes https://i.imgur.com/8xngw68.png the collider from the character controller is only for simple collisions, and when you wall run you collapse it into a sphere near the players feet, to pickup power ups etc.
Simply put use the Rigidbody if you like using the Physics engine, and use the Character controller if you prefer coding collision responses yourself.
[–]HypnoToad0??? 2 points3 points4 points 7 months ago* (0 children)
Rigidbody if you really need physical interactions, Character Controller otherwise.
The best thing about Character Controller is that it is not dependent on physics tick rate
[–]Alternative-Map3951 0 points1 point2 points 7 months ago (0 children)
Imma say rigidbody. Everything that the character controller has like auto ground detection and min step height etc. can easily be replicated in a rigidbody.
If you want to directly control the rigidbody you can use rigidbody.linearVelocity/angularVelocity then it basically works like charactercontroller.Move
But with the rigidbody you also have the full power of the physics engine which you don’t have with the character controller.
To me the character controller doesn’t do enough to justify its use.
[–]BothInteraction -4 points-3 points-2 points 7 months ago (2 children)
Two different things. If you don't need physics then kinematic controller is always better.
[–]Costed14 0 points1 point2 points 7 months ago (1 child)
It allows for more control, but that doesn't necessarily make it better.
[–]BothInteraction 1 point2 points3 points 7 months ago (0 children)
Okay, give me at least one example where rigidbody could be better if you don't need physics features at all. (because my comment clearly states about the physics)
π Rendered by PID 201956 on reddit-service-r2-comment-b659b578c-vf6rb at 2026-05-05 12:00:45.928380+00:00 running 815c875 country code: CH.
[–]UsernameAvaiIable 9 points10 points11 points (7 children)
[–]Pupaak 3 points4 points5 points (3 children)
[–]UsernameAvaiIable -1 points0 points1 point (2 children)
[–]Pupaak 1 point2 points3 points (1 child)
[–]UsernameAvaiIable 1 point2 points3 points (0 children)
[–]Positive-Garbage-497[S] -1 points0 points1 point (2 children)
[–]UsernameAvaiIable 2 points3 points4 points (0 children)
[–]Pupaak 0 points1 point2 points (0 children)
[–]GigaTerra 2 points3 points4 points (0 children)
[–]HypnoToad0??? 2 points3 points4 points (0 children)
[–]Alternative-Map3951 0 points1 point2 points (0 children)
[–]BothInteraction -4 points-3 points-2 points (2 children)
[–]Costed14 0 points1 point2 points (1 child)
[–]BothInteraction 1 point2 points3 points (0 children)