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I created a house in blender which is a big cube with the upper face intended and pulled down back to the ground. The floors are other boxes and windows and doors are cut out using a boolean modifier. The problem is that the character controller from the Unity standard assets seems to get stuck between the floors and the walls. I have seen that counter strike maps are mostly not made out of cubes but a lot of planes put together. Is that the proper way to model walkable buildings?

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    \$\begingroup\$ Could you provide a picture of what you have? I am finding your description difficult to imagine. \$\endgroup\$
    – Weckar E.
    Apr 12 '21 at 17:28
  • \$\begingroup\$ Imagine being in a room walking right next to the wall. When I walk straight into the wall sometimes when I want to walk away from it I can only walk along the wall for a short amount of time. Not always and on different spots. It seems like the other axis is blocked. I can make a video if that helps, an image won't explain it. \$\endgroup\$
    – unitynoob
    Apr 12 '21 at 18:02
  • \$\begingroup\$ And your collision mesh matches your visual mesh exactly, I presume? \$\endgroup\$
    – Weckar E.
    Apr 12 '21 at 20:29
  • \$\begingroup\$ The house yes, the player is a capsule \$\endgroup\$
    – unitynoob
    Apr 12 '21 at 20:44
  • \$\begingroup\$ That's it? No more ideas left? \$\endgroup\$
    – unitynoob
    Apr 18 '21 at 11:06

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