It’s a confirmed way. I applied it in one of my projects last week. Note that I’m assuming a kinematic rigidbody! I don’t know if/how it works if the rigidbody is non-kinematic.
I think thats possibly why I thought it didnt work. I might have had them setup as kinematic once upon a time. Been a LONG time since I played with the scripts on my tanks.
I’m on 5.4 right now, and both rb.velocity and rb.angularVelocity get reported properly when using MovePosition and MoveRotation on each FixedUpdate. Maybe calling MoveRotation is also a requirement?
Nah dont think so as my tanks use movepos/moverot for movement… My projectiles are accurate with the velocity calculation I used in the previous post.
Think it was all a misunderstanding about using kinematic vs non-kinematic
sorry to necro this but just in case anyone is confused by that behaviour, it looks like Rigidbody is indeed updating the velocity even when kinematic, but Rigidbody2D does not.