first of all, i'm new to the world of Unity Game Development but i do have an established experience in working with C#. I'm working with UFPS out-of-the-box using Modern Ruins' Demo Scene as the primary map. And for some reason, the default player (HeroHDWeapons) is passing through each and every objects on the map: walls, posts, literally everything.
However, i also have a humanoid asset for use on my AI/BOT using Low Poly Soldiers, also out-of-the-box, and i just added a Capsule Collider, yet he doesn't pass through wall - or maybe since he's using a Nav Mesh Agent for his movement.
I've tried everything i know for my Player model based on what i've learned from basic unity tutorials. I added a RigidBody Component, which makes my player fall off the map with the "Use Gravity" option ticked but regardless, still passes through walls. I also tried adding a Capsule Collider, still passes through.
I did try adding a Capsule Collider on one of the objects on the map, and the player suddenly stopped passing through it. Of course, adding a Collider Component on each and every object on the map is not a good idea - considering there are multiple hundreds of them.
Here is the player model's properties:
P.S.: i've already done my fair share of research but none of them works. except for those talking about using other syntax like Rigidbody.MovePosition(Vector3)
as i don't know what it would impact on the entire UFPS Framework.