Essentially i want my player to move around kinematically, rigidbody.moveposition() literally doesnt work, i could for instance hard code rigidbody.moveposition(new vector3(1000, 1000, 1000)) and the rigidbody would not move at all (turning interpolation on or off does nothing), so I tried manipulating rigidbody.position and still the thing wouldn’t budge, HOWEVER, if i manipulated rigidbody.position and turned interpolation on, the player would absolutely zoom between the point i moved it to and its original point, back and forth, which could potentially imply that it is being pulled back by something, i’ve tried removing the collider completely, does nothing.
What other components are on your object? Do you happen to also have a CharacterController or an Animator on it for example? Either one would cause this.
sprite, collider, script, rigidbody, thats it
Show the code.
ok i tested the code on a random cube and it worked, so i think the code isnt the issue
Then you have some other component or some other script in your scene that is moving that other object back to its position.
//makes the player face the mouse position
Vector3 mousePosition = Input.mousePosition;
mousePosition = Camera.main.ScreenToWorldPoint(mousePosition);
Vector3 direction = new Vector3(mousePosition.x - transform.position.x, mousePosition.z - transform.position.z, 0);
transform.right = direction;
transform.rotation = Quaternion.Euler(90, 0, transform.rotation.eulerAngles.z);
this code specifically seems to be the issue, particularly the line “tranform.right = direction” seems to cause be the problem