I had a question earlier concerning this problem, and I figured out that it was not the rigidbody that had been causing the flickering position, but that by using objectA.transform.forward (I’m calling the object behind the other object objectA, and the object in front of the other object objectB) in the script of objectB was causing the position of objectB to flicker. Using objectA.transform.position had no flicker when I looked at it in the scene view.
Here is the script in objectB that I am using
void Update () {
transform.position = attachedObject.transform.position + Vector3.up * 2;
//rb.MovePosition(attachedObject.transform.position + attachedObject.transform.forward + attachedObject.transform.right/3 - new Vector3(0f, .35f, 0f));
//rb.MovePosition(Vector3.MoveTowards(rb.position, attachedObject.transform.position + attachedObject.transform.forward/1.75f + attachedObject.transform.right/3 - new Vector3(0f, .35f, 0f), Time.deltaTime * 5));
//print (attachedObject.transform.position + attachedObject.transform.forward/1.75f + attachedObject.transform.right/3 - new Vector3(0f, .35f, 0f));
Is there a smarter way of placing an object in front of another object, and why does transform.forward give inconsistent results?