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Question by anil4029 · Jun 08, 2017 at 07:34 AM · c#rigidbody2d

Rigidbody 2D jerk on vertical moving platform

Hi, I have a player with Rigidbody 2D and a platform which is moving verticaly, but don't have Rigidbody 2D on it. When player is on platform it jerks .

Already tried interpolate.

Script :

 using System.Collections; 
 using UnityEngine;
 
 public class Movement : MonoBehaviour {
 
     public float speed=0.2f;
     public bool destroy = false; 
 
     void Update () {
          
         transform.Translate(new Vector3(0, Time.deltaTime * speed, 0));
         if (destroy && transform.position.y < -12)
             gameObject.SetActive(false);
     }
      
 }
 

any help or suggetion ??

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avatar image kornstar83 · Jun 08, 2017 at 10:00 AM 0
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anything in your scene that will be moving should have a ridgidbody on it even if it is $$anonymous$$inematic, objects without ridgidbodies are considered static and whenever 1 static object is moved in a scene then all static objects get recalculated and this can be taxing on performance.

I know this doesnt answer your question but I felt it important to point out

avatar image anil4029 kornstar83 · Jun 08, 2017 at 11:04 AM 0
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I tried that to....problem is player jerks not platform

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Answer by kornstar83 · Jun 08, 2017 at 11:15 AM

all of your physics code should be run in a FixedUpdate rather than and Update.

https://docs.unity3d.com/ScriptReference/MonoBehaviour.FixedUpdate.html

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avatar image anil4029 · Jun 08, 2017 at 12:19 PM 0
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still jerk :(

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