I have my game object with is affected by physic.
As I understand Physic Engine is calculation rotation and position every fixed update.
I what to change this calculation a little bit.
For example I want poistion.x = 0 or 1. So after physic engine finished it’s calculation, I want to change rotation and position of my object.
Now I do in Update or LateUpdate, but it seem’s like CPU resources wasting.
How to do it correctly? Thanks.
I have a bike, and I need to keep it in the middle of the track. Track has turns, so I can just lock X position.
So after physic calculation I want to update it position, to make sure that it in the middle of the track and facing right direction.
I need physic to work only in forward direction, side direction I have to control by my self.
Now I updating it position in Update or LateUpdate. Bu I feel like should be better solution.
My bike this is complex rigitbody object wit a lot of joint’s inside.
When it follow’s the track I need to fix it position a little bit. Thx that you trying to help Jmonroe, I appreciate it, but I do not see how I can use configurable joint to fix bike position…
can you try to block ( in inspector panel ), the position and rotation of the built in rigidbody ( some axes ), and change through code the pos/rot that you want.