player falling into the terrain when falling on it - unity3d

https://drive.google.com/file/d/1Uc2sys7ZFd686UkQlYAMEDZekFEHZcAr/view?usp=sharing
as u see in the video when I try to jump from the mountain the player just goes through the terrain as if it's not there but I can still move normal and I noticed that whenever I move fast while being off the ground the problem appears like when I first started this level I was jumping and returning to the ground very slowly and whenever I jump and move fast towards a hell the problem occurs so I increased the gravity so that I can't move while jumping but still if I move fast while in the air the player won't collide with the terrain but when I move normally or fast on the ground non of that happen's can anyone help me?
I searched on the internet and I found nothing related to this.
terrain 1 properties:
https://drive.google.com/file/d/1VwelecESLjfD7UseP6lmQ0Kkg-3pwg67/view?usp=sharing
terrain 2 properties:
https://drive.google.com/file/d/1ZH-cIBXlhBMPbmkgZXkQmjt-QVpe6MLu/view?usp=sharing
player properties:
https://drive.google.com/file/d/1vTp3TSuIDcYm3orWhy5X3kw6wwBmwNcE/view?usp=sharing
here are the codes used for this:
mouse lock:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class mouselock : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
}
player movement:
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class playermove2 : MonoBehaviour
{
[Header("movement")]
private float movespeed = 10f;
[SerializeField] float airmultiplier = 0.4f;
[SerializeField] Transform oriantation;
private float horizontalmovement;
private float verticalmovement;
private float rbdrag = 6f;
private Vector3 movedirection;
public float movementmultiplier = 10f;
public bool isgrounded;
private float playerhight = 1.8f;
public float jumpforce = 8;
public Rigidbody rb;
public float grounddrag = 6f;
public float aridrag = 2f;
public int number;
// Start is called before the first frame update
void Start()
{
rb = GetComponent<Rigidbody>();
}
// Update is called once per frame
void Update()
{
if (number == 11)
{
SceneManager.LoadScene("finish scene2");
}
if (Input.GetKeyDown(KeyCode.LeftShift))
{
movespeed = 25;
}
if (Input.GetKeyUp(KeyCode.LeftShift))
{
movespeed = 20;
}
if (Input.GetKeyDown(KeyCode.Space) && isgrounded)
{
jump();
}
print(isgrounded);
myinput();
controledrag();
}
private void myinput()
{
horizontalmovement = Input.GetAxisRaw("Horizontal");
verticalmovement = Input.GetAxisRaw("Vertical");
movedirection = oriantation.forward * verticalmovement + oriantation.right * horizontalmovement;
}
private void FixedUpdate()
{
moveplayer();
}
void moveplayer()
{
if (isgrounded)
{
rb.AddForce(movedirection.normalized * movespeed * movementmultiplier, ForceMode.Acceleration);
}
else
{
rb.AddForce(movedirection.normalized * movespeed * movementmultiplier * airmultiplier, ForceMode.Acceleration);
}
}
void controledrag()
{
if (isgrounded)
{
rb.drag = grounddrag;
}
else
{
rb.drag = aridrag;
}
}
void jump()
{
rb.AddForce(transform.up * jumpforce, ForceMode.Impulse);
}
}
collisions:
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class collisions2 : MonoBehaviour
{
public playermove2 player;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
private void OnCollisionEnter(Collision other)
{
if (other.gameObject.layer == 6)
{
player.isgrounded = true;
}
}
private void OnCollisionExit(Collision other)
{
if (other.gameObject.layer == 6)
{
player.isgrounded = false;
}
}
}
camera movement:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MoveCamera : MonoBehaviour
{
[SerializeField] Transform cameraposition;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
transform.position = cameraposition.position;
}
}
player look:
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class playerlook : MonoBehaviour
{
[SerializeField] private float sensX;
[SerializeField] private float sensY;
[SerializeField] Transform cam;
[SerializeField] Transform oriantation;
private float mouseX;
private float mouseY;
private float multiplier = 0.01f;
private float xRotation;
private float yRotation;
private void Start()
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
private void Update()
{
mouseX = Input.GetAxisRaw("Mouse X");
mouseY = Input.GetAxisRaw("Mouse Y");
yRotation += mouseX * sensX * multiplier;
xRotation -= mouseY * sensY * multiplier;
xRotation = Mathf.Clamp(xRotation, -90f, 90f);
cam.transform.rotation = Quaternion.Euler(xRotation, yRotation, 0);
oriantation.transform.rotation = Quaternion.Euler( 0, yRotation, 0);
}
}
triggers:
using UnityEngine;
using UnityEngine.SceneManagement;
public class triggers2 : MonoBehaviour
{
public playermove2 playerMove;
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.layer == 8)
{
Destroy(other.gameObject);
playerMove.number++;
}
}
}
score and high score:
using UnityEngine;
using UnityEngine.UI;
public class scoreandhighscore2 : MonoBehaviour
{
public Text highscoretext;
public Text scoretext;
public playermove2 playermove;
// Start is called before the first frame update
void Start()
{
highscoretext.text = "high score: " + PlayerPrefs.GetInt("highscore");
}
// Update is called once per frame
void Update()
{
scoretext.text = "score: " + playermove.number.ToString();
}
private void FixedUpdate()
{
if ( playermove.number > PlayerPrefs.GetInt("highscore"))
{
PlayerPrefs.SetInt("highscore", playermove.number);
}
}
}

sooooo I solved the problem the solution is just converting the collision detection to continuous and just like that the player won't break through the terrain I hope this is helpful for other people
here's a pic of what I did:
https://drive.google.com/file/d/1ati8xQFQxwqAg8eJnmZzrs8D05HGuJLs/view?usp=sharing

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Unity Physics2D.OverlapBox is always returning true

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The character freezes near the wall unity3d

Please tell me, when I move the character with the joystick, the character will get stuck in a regular wall. What could be the problem?
Below is a video demonstration.
When moving with the buttons, the character does not get stuck.
https://www.youtube.com/watch?v=9SiQzLAq-kU
Thanks in advance)
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So as previously said I need the bullet to follow the enemy. I'm making a 2d Game and just can't figure out how. I'll appreciate it if someone could help me. Here are my scripts.
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using System.Collections;
using System.Collections.Generic;
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Monster target;
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}
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Debug.Log(collision.transform.name);
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Enemy script
using System.Collections.Generic;
using UnityEngine;
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[SerializeField]
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float fireRate;
float nextFire;
public Image BosshealthBar;
public float BosshealthAmount = 100;
public GameObject effect;
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Destroy(gameObject);
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if (Time.time > nextFire) {
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BosshealthAmount -= Damage;
BosshealthBar.fillAmount = BosshealthAmount / 100;
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BosshealthBar.fillAmount = BosshealthAmount / 100;
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void OnCollisionEnter2D(Collision2D col)
{
if (col.gameObject.tag.Equals("BulletPlayer"))
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TakeDamage(10);
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}
Something like this may help u
Vector3 direction = Target.position - Bullet.position;
float distance = direction.magnitude;
float TargetSpeed = 5
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Bullet.AddForce(Force);
But you will need to add it in yourself since i can't tell how your code speceficly works

Unity3D Character Controller set speed through script?

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using UnityEngine;
using System.Collections;
public class CharacterControllerz : MonoBehaviour {
public float speed;
private CharacterController playerController;
void Start()
{
playerController = GetComponent<CharacterController>();
}
void Update()
{
}
void FixedUpdate()
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if (Input.GetKey("right"))
{
playerController.Move (Vector3.forward);
Debug.Log ("RIGHT");
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playerController.Move (Vector3.back);
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public float speed = 5f;
public float jumpStrenght = 8f;
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private Vector3 moveDirections = new Vector3();
private Vector3 inputs = new Vector3();
void FixedUpdate()
{
CharacterController cc = GetComponent<CharacterController>();
if (cc.isGrounded)
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if (Input.GetKey("right"))
inputs.z = 1;
if (Input.GetKey("left"))
inputs.z = -1;
if (Input.GetKey("up"))
inputs.y = jumpStrenght;
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moveDirections.y = inputs.y - gravity;
cc.Move(moveDirections * Time.deltaTime);
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I think that's what you want but you may have to switch the axis.
Edit: Why is TransformDirection used? Because we want to move the object in a direction which shouldn't be relativ to the object's rotation.