>>300185892
You can put a collider on the head, but it won't have any force on the character controller if it collides. You can apply velocity to the player in opposition if you can do the depenetration logic yourself. Roughly, I think you'd want to keep track of the head position in the last frame, and do a Physics.Raycast to the current frame. If it's in something, get the difference from the intersection point, then apply that velocity backwards. It won't be perfect if the player like resets their position in a single frame, so you probably want a backup that checks if the head has been in a kill zone for N seconds, then just respawn the player somewhere static.