WebMay 3, 2016 · A simple workaround to have collisions without actual physical interaction between objects is to remove any colliders from the object but leave its rigidbody. Set its velocity or AddForce () to get the object moving. Then, using its previous position each physics calculation, perform a raycast from there to the object's current position. WebOct 22, 2015 · Rigidbody derives from Component directly. isKinematic works the other way round, see @HappyGoLucky comment. @user1430's answer is good, but you actually set isKinematic to true to disable the rigidbody, per isKinematic docs. I would have added this …
Solved: How do I turn off collision on a gameobject? - Unity Forum
WebAug 21, 2024 · I can't remember if the default has a rigidbody or not, but you can also adjust the drag and mass of an object to change the feeling of movement within the rigidbody component. The other option is to write all the movement stuff yourself, either by repositioning using the transform or by using Physics to apply forces to the rigidbody. WebUse these flags to constrain motion of Rigidbodies. //This example shows how RigidbodyConstraints is used to freeze the position and rotation of a Rigidbody in the z axis at start-up. //It also shows what happens when these constraints are removed, when you press the space key //Attach this to a GameObject with a Rigidbody to see it in action … stationery shops in birmingham city centre
Unity - Scripting API: Rigidbody.isKinematic
WebOct 15, 2024 · There are several ways to do this, using a coroutine: Disabling the collider GetComponent ().enabled = false ; StartCoroutine ( EnableCollision ( 3 ) ) ; // ... private IEnumerator EnableCollision ( float delay ) { yield return new WaitForSeconds ( delay ) ; GetComponent ().enabled = true ; } WebRigidbody constraints can be used to restrict the position or rotation of a rigidbody. Rigidbody constraints can be used in a bow arrow situation where you can use the rigidbody constraints... Web1 day ago · If I remove all physics and rigidbody 2D and just update the position using the following code, it's as smooth as butter private void Update() {transform.position += new Vector3(0.04f,0, 0);} Interestingly, re-adding the rigidbody 2d to this working solution above and not even accessing it in code, causes the micro stutter to come back. stationery shops in derby