Rigidbody drifting after collision

ALMOST FINISHED MY CRAPPY, CLUNKY GAME!

  • My character is a rigidbody (never again)

  • Whenever it runs into a kinematic rigidbody ‘pillar (cube collider)’ it ‘drifts’ a little

  • I’ve added a physic material to the player and set the frictions to 1

  • Drift still happening…not as bad, but still happening

  • Happens even more in a build…gog knows why

  • The move code style im using is a simple:

    transform.position += cam.transform.forward * moveSpeed * Time.deltaTime;
    // Moves forward acording to the direction of the camera

WHY AM I DRIFTING AFTER HITTING A PILLAR?

As always, thanks for your time :slight_smile:

Tom :slight_smile:

Seriously, i love you people.

You should not be changing transform.position with a non-kinematic rigidbody , if you want to move it try using the following method “Rigidbody.MovePosition” :