I’m moving a rigidbody and it pushes other rigidbodies out of the way. this is my code:
_rigidbody.MovePosition(_rigidbody.position + velocity * Time.fixedDeltaTime);
pretty standard. but as a result the rigidbodies slightly intrude one another while pushing:
in the documentation they say not to use .velocity because it will lead to unrealistic physics simulation
any thoughts how can I fix this?