Is it possible to run a script before the collision is calculated? If not, how can I solve the buggy collision caused by using Transform.Translate?
If you have a non-kinematic rigidbody on it, I believe you’re supposed to use the rigidbody’s move functions.
Just as I thought… Any way to determine direction/speed easier than using trig?
EDIT: AddRelativeForce seems to be just that XD
Last question: why doesn’t this code work?
rigidbody.AddRelativeForce(Input.GetAxis("Horizontal")*movespeed*Time.deltaTime,0,Input.GetAxis("Vertical")*movespeed*Time.deltaTime);
Fix’d, the answer is: it’s a very, very low number.