# physics.controller-enclosed

> Talos next · Since next

a character's `controller` capsule as the scene placed it (feet at its entity's position, narrowed by 1 cm so standing on a floor is not inside) overlaps a static collider, tested after the first tick it is in the world: a mesh's collider (a floor inlay, a rug, a prop) or a static `collider`. The character cannot move out of it and nothing else says so. Reported once per character, on stderr and by `World::physics_problems`

| | |
|---|---|
| Severity | `warning` |

## Meaning

a character's `controller` capsule as the scene placed it (feet at its entity's position, narrowed by 1 cm so standing on a floor is not inside) overlaps a static collider, tested after the first tick it is in the world: a mesh's collider (a floor inlay, a rug, a prop) or a static `collider`. The character cannot move out of it and nothing else says so. Reported once per character, on stderr and by `World::physics_problems`

## Fix

if the other entity is drawn only, give its mesh `"colliderMode": "none"`; else move the character clear of it. The capture's colliders overlay (`"overlays": [{ "type": "colliders" }]`, `argus run --overlays colliders`) draws both
