/// <summary> /// Movement is handle by the ThirdPersonCharacter script from the standard Assest /// This is all additional Functionality I want my player to perform /// </summary> void CheckWallStatus() { //Stop force when colliding with a wall. float speed = 0.5f; //grab the input of player and find speed in X direction. float xMove = Input.GetAxis("Horizontal"); if (xMove != 0) { float xSpeed = Mathf.Abs(xMove * player_RigidBody.velocity.x); Vector3 movementForce = Vector3.right; movementForce *= xMove * speed; //get playerSpeed and the maxSpeed if (xSpeed < 3.0f) { RaycastHit hit; if (!player_RigidBody.SweepTest(tpControl.getMove(), out hit, 0.05f)) { player_RigidBody.AddForce(movementForce); } } } // The logic from blueprint is that if there isn't a hit then move. // TPC already moves.. so reverse logic on hit stop movement... but what is stop? //Inspect tpControl more to determine. }