To start some background info on me. I am completely new to game dev. I know literally nothing and may just be completely wrong about this. Knowing that I may just be doing something wrong I thought it best to ask rather than try to file some formal issue bs or anything. So here goes I hope I can explain it well enough. I am using unity2017, freshly installed today. I am trying to get a virtual camera to collide with a wall and stop itself from penetrating the wall it collides with. I don't want it to do anything else other than track and look at one object, a cube in this instance. Should be a simple task I think but I can't seem to do it. I have made a test scene with 3 primitives created by unity all cubes and one virtual camera/main camera combo. The cubes are named ground, wall and target. The virtual camera is set to follow and aim at the target cube. I made it as absolutely simple as I possibly could. Everything was left at default the way it came out of the box except for the vCam which had a collider component attached with the line of sight check box disabled. The camera tracks perfectly, follows and aims correctly. When it gets pushed into a wall it will collide and push away or resist entering but only to the distance of the curb feelers roughly before it goes through the wall. If I want to keep the camera from entering the wall I have to set the curb feeler distance equal to the distance of the camera offset. If set to a reasonable distance the camera will enter a wall long before the cube gets to it. to summarize: one camera tracks one object and the collider doesn't collide for very long with the line of sight disabled. When line of sight is enabled it does all the work. How do I get the collider to just collide and not slide down the wall because the line of sight feature forces it closer to the target instead of the collision taking over and leaving the camera high on the wall looking down at the target. Attached is a copy of the test project if you need further clarification.