There should be a boolean that allows the various constraints components to also adjust the rigidbody position/ rotation if one is attached.
I had a constant force component applying relative force on the z axis to a rigidbody with the look at constraint attached. I soon realized the rigidbody rotation didn’t match the transform’s rotation when the rigidbody continued to move in its starting direction and not the forward direction.
I fixed this easily by adding a quick script that makes the rigidbody equal the transform’s rotation, but I think having a checkbox for this in the component itself would be nice.
I tried to add this myself by inheriting from LookAtConstraint, but it’s a sealed class.
Those “Constraints” are GameObject constraints. They are not physics related (they are no part of the physics solvers 2D or 3D) nor are they implemented nor maintained by physics teams. The only real constraints in physics are Joints and Rigidbody constraints.
That’s a pretty brutal way to constraint a Rigidbody and won’t be compatible with anything else the Rigidbody is trying to do i.e. solve joints, move, interact with other bodies etc. It’d have to be Kinematic at best.
AFAIK these are Animation constraints developed by the Animation team and as such it might be worth moving this post to the Animation forum if you wish.
They are kinematic. I havent had any issues with it. Or at least not yet anyway.
Edit: they are not kinematic. I am dumb and didnt check. I wasnt at my computer.
You cannot add force or torque to a Kinematic body, by definition it doesn’t repond to forces.
If it’s Kinematic then nothing can move it apart from you or something modifying the Transform. Nothing should modify the Transform when using physics. That’s just bypassing physics and causing the body to teleport to that position when the simulation runs. The whole point of any Rigidbody is to write to the Transform the results of running the physics simulation.