nprofile1qyt8wumn8ghj7un9d3shjtnyd968gmewwp6kytcqyz3p3c3334hn5kn5207cxkfu4ajchqau00c6ltuj632rv0m6nzrxury4m8e (nprofile…4m8e) There's pros and cons to physics-based controllers. The kind that's usually implemented can do several physics steps when it's being processed instead of one, so it's good for complex behavior like stair stepping or custom stuff.
An idea that seems promising and I'll experiment with is putting a physics object inside the character controller so it can handle collisions with other rigid bodies while you still get maximum control