using UnityEngine; public class BasicRigidBodyPush : MonoBehaviour { public LayerMask pushLayers; public bool canPush; [Range(0.5f, 5f)] public float strength = 1.1f; private void OnControllerColliderHit(ControllerColliderHit hit) { if (canPush) PushRigidBodies(hit); } private void PushRigidBodies(ControllerColliderHit hit) { // https://docs.unity3d.com/ScriptReference/CharacterController.OnControllerColliderHit.html // make sure we hit a non kinematic rigidbody Rigidbody body = hit.collider.attachedRigidbody; if (body == null || body.isKinematic) return; // make sure we only push desired layer(s) var bodyLayerMask = 1 << body.gameObject.layer; if ((bodyLayerMask & pushLayers.value) == 0) return; // We dont want to push objects below us if (hit.moveDirection.y < -0.3f) return; // Calculate push direction from move direction, horizontal motion only Vector3 pushDir = new Vector3(hit.moveDirection.x, 0.0f, hit.moveDirection.z); // Apply the push and take strength into account body.AddForce(pushDir * strength, ForceMode.Impulse); } }