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I have a top down camera view of my player character. I want my character to walk as on flat surface, but also handle bent surfaces with more polygons.

My problem is if I have a bent surface mesh set as my floor mask, the player character can't walk on it. It is stuck when it collides.

How can I make my player character walk on bent surface mesh?

Here is the player movement script I'm using:

using UnityEngine;

public class PlayerMovement : MonoBehaviour
{
    public float speed = 6f;            // The speed that the player will move at.

    Vector3 movement;                   // The vector to store the direction of the player's movement.
    Animator anim;                      // Reference to the animator component.
    Rigidbody playerRigidbody;          // Reference to the player's rigidbody.
    int floorMask;                      // A layer mask so that a ray can be cast just at gameobjects on the floor layer.
    float camRayLength = 100f;          // The length of the ray from the camera into the scene.

    void Awake ()
    {
        // Create a layer mask for the floor layer.
        floorMask = LayerMask.GetMask ("Floor");

        // Set up references.
        anim = GetComponent <Animator> ();
        playerRigidbody = GetComponent <Rigidbody> ();
    }


    void FixedUpdate ()
    {
        // Store the input axes.
        float h = Input.GetAxisRaw ("Horizontal");
        float v = Input.GetAxisRaw ("Vertical");

        // Move the player around the scene.
        Move (h, v);

        // Turn the player to face the mouse cursor.
        Turning ();

        // Animate the player.
        Animating (h, v);
    }

    void Move (float h, float v)
    {
        // Set the movement vector based on the axis input.
        movement.Set (h, 0f, v);

        // Normalise the movement vector and make it proportional to the speed per second.
        movement = movement.normalized * speed * Time.deltaTime;

        // Move the player to it's current position plus the movement.
        playerRigidbody.MovePosition (transform.position + movement);
    }

    void Turning ()
    {
        // Create a ray from the mouse cursor on screen in the direction of the camera.
        Ray camRay = Camera.main.ScreenPointToRay (Input.mousePosition);

        // Create a RaycastHit variable to store information about what was hit by the ray.
        RaycastHit floorHit;

        // Perform the raycast and if it hits something on the floor layer...
        if(Physics.Raycast (camRay, out floorHit, camRayLength, floorMask))
        {
            // Create a vector from the player to the point on the floor the raycast from the mouse hit.
            Vector3 playerToMouse = floorHit.point - transform.position;

            // Ensure the vector is entirely along the floor plane.
            playerToMouse.y = 0f;

            // Create a quaternion (rotation) based on looking down the vector from the player to the mouse.
            Quaternion newRotation = Quaternion.LookRotation (playerToMouse);

            // Set the player's rotation to this new rotation.
            playerRigidbody.MoveRotation (newRotation);
        }
    }

    void Animating (float h, float v)
    {
        // Create a boolean that is true if either of the input axes is non-zero.
        bool walking = h != 0f || v != 0f;

        // Tell the animator whether or not the player is walking.
        anim.SetBool ("IsWalking", walking);
    }
}
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  • \$\begingroup\$ @DMGregory do you know how to do this ? \$\endgroup\$ – eon Aug 14 at 9:24

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