Rigidbody.Velocity vs Transform distance check

I have a starship shooting smaller missiles at larger enemy rockets. I am currently using a LookRotation/Slerp/Translate function to make the rocket a homing rocket, which is tracking targets effectively. I am also using an OnTriggerEnter and Rigidbody/Collider to detect their collision and subsequent explosion.

I believe mixing Rigidbody elements and Transform directions are not ideal, and am seeing some anomalies. Any best practices that I can be turned on to? What I have works OK, but I would imagine there are better solutions.

Any thoughts would be appreciated. Thanks!

Jonathan

use .MovePosition and .MoveRotation instead as these are generally physics friendly (esp. with kinematic bodies, however still updates the physics engine better than transforms do so triggers should work). Ensure all work is done in fixedupdate also.

Ref:

If you’re moving this thing around and transforming it using those commands you may as well make it kinematic.

you can use rigidbody.AddForce(new Vector3(x,y,z)); or AddConstantForce() or somethig similar.

Gotcha, thanks for the recommendations from you both.