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Which way of achieving player control is better - rigidbody functions or transform functions?
Hi.
I recently moved over from UE4 to Unity and I am wondering how should I implement player control.
In UE there was one great way which worked in all cases, but in Unity there's a lot of ways of doing that. I thought of two ways which I think are the most popular - rigidbody and transform, but I don't know which one to use when. For some reason I think that the transform way of achieving player control is sloppy and primitive, on the other hand when I tried to rotate the player using Rigidbody.MoveRotation()
it resulted in jittery movement. Rigidbody control is also more complicated and one mistake in calculations can make a huge difference.
So in general, which way is better?
Your game environment might influence the decision: 2D Platformer/Infinite Runner vs 3D, etc.
If you are new to Unity, the FPS Character Controller asset (standard) is a simple integration.
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