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Question by mewtwodan8 · Oct 08, 2019 at 09:53 PM · 2d gamefollow playerteleporting2d physicsrpg-game

Rigidbody2D.MovePosition is not being instaneous

Hi i'm working on a 2d top down RPG with a overworld system like that of early final fantasy games where the party leader is followed by the other members. I am having an issue with the Warp Points i am using which are supposed to get all the party to moveposition to a given destination at the instant the party leader contacts the box overlap:

 public void WarpTo(Vector2 warpDest, Vector2 withFace)
     {
         //revoke player control
         ToggleIdle();
         //stop current movement
         StopAllCoroutines();
         //update animations so player faces away from exit
         anmtr.SetFloat("x", withFace.x);
         anmtr.SetFloat("y", withFace.y);        
         //update destination and origin to be warp destination
         origin = warpDest;
         destination = origin;        
         //move rb2d
         rb2d.MovePosition(warpDest);        
         Debug.Log("warp");
         //set all historical vectors to 0
         for (int i = 0; i<3; i++)
         {
             mHistory.Dequeue();
             mHistory.Enqueue(Vector2.zero);
         }        
         //repeat for followers
         foreach(Follower follower in followers)
         {
             follower.WarpTo(origin, withFace);
         }
         //return control
         ToggleIdle();
     }
 

A similar code runs for each follower in the foreach loop. My issue is that when i take the exit on the right which is supposed to warp me to the northern entrance, i find the correct behaviour in all but the 3rd party member who instead drifts across the screen slowly to the position. This doesn't arise unless i take the right exit, i have tried the northern one which works fine perfectly and it is always the third party member.

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