I am working on a Unity 3D game for Oculus and I have problems with making my objects to apply physics on a player. So getting rid of a `CharacterController` and using something like a rag doll is not an option.

I am using `OVRPlayerController`, that has a Rigidbody with mass 1 and a box collider on it. My gameObject has a Rigidbody of mass 100, and a box collider. But when the object hits the player it just goes through it, whereas I want it to push the player in x direction.

I tried using `onColliderHit` but it doesn't even recognize the collision between the player and the object, so I checked box collider on the object to be a trigger and I use `OnTriggerEnter()` to recognize the collision.

I tried to translate the player's position on collision, but player gets positioned to weird places out of my map for some reason. Here is what I use:

```
 info.transform.Translate(new Vector3( -0.5f, 0.0f, 0.0f));
 info.transform.rotation = Quaternion.identity;

```

I also tried to manually set the x position of the player but this doesn't work, and I know I am not supposed to do it.

I searched for answers for a long long time, so please don't answer to this with something like "oh, have you tried googling it, there are a lot of similar questions" etc.