I have a planet, and a player. The planet has a Point Effector and a “surface collider”. The player too has its own collider and of course a rigidbody. When the player is suspended above the planet, and the scene is played, the player collides with the planet in the way you would expect. However when I attach my “Player Movement” script to the player, the player no longer collides with the surface collider and it does glitchy spasms inside the planet.
Example of what should happen:
Example of what actually happens:
The movement script:
void Update ()
{
MoveDir = new Vector3 (Input.GetAxisRaw ("Horizontal"), 0, 0).normalized;
}
void FixedUpdate ()
{
myRigidBody.MovePosition (transform.TransformDirection (MoveDir) * movespeed * Time.deltaTime);
}