Question by 
               JeffHardddyyy · Sep 22, 2017 at 12:26 AM · 
                c#unity 5rotationrigidbodynavmeshagent  
              
 
              Question about NavMesh and Rigidbody
So I have a NavMesh Agent on a Enemy Object. However, I also have a script on this object, here is the script: using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.AI; //NEED
 public class EnemyPathFinding : MonoBehaviour {
 
     public float lookRadius = 10;       //how close till it starts following?
 
     Transform target;
     NavMeshAgent agent;
 
     public GameObject CharacterList;
     public PlacingCharacters placingCharacters;
 
 
 
     // Use this for initialization
     void Start()
     {
 
         #region Getting ReferencesS
 
         int PlayerIndex = PlayerPrefs.GetInt("Player");
         int OpponentIndex = PlayerPrefs.GetInt("Opponent");
 
         
 
         GameObject player = placingCharacters.CharacterList[PlayerIndex];
         
         if(gameObject == player.gameObject)
         {//if the player and the gameObject are the same
 
             gameObject.GetComponent<NavMeshAgent>().enabled = false;
             Destroy(this, 0);
 
         }
         #endregion
 
 
         target = player.transform;
         agent = GetComponent<NavMeshAgent>();
     }
 
     // Update is called once per frame
     void Update()
     {
         float distance = Vector3.Distance(transform.position, target.position);
 
         if (distance <= lookRadius)
         {//if the player is in the look radius
             agent.SetDestination(target.position);      //set destination
 
             //update rotation
             if (distance <= agent.stoppingDistance)
             {//if it is stopped
                 //attack
                 //face
                 FaceTarget();
 
             }
 
 
         }
     }
 
     public void FaceTarget()
     {
         //get difference of the rotation of the player and gameObjects position
         Vector3 direction = (target.position - transform.position).normalized;
 
         //set lookRotation to the x and y of the player
         Quaternion lookRotation = Quaternion.LookRotation(new Vector3(direction.x, 0, direction.z));
 
         //apply rotation
         transform.rotation = Quaternion.Slerp(transform.rotation, lookRotation, Time.deltaTime * 5);
     }
 
 }
 
 
               Now, I have a rigid body on this Object because I am wanting to make it affected by objects, for example, if I as a player "push" the object, I want it to fall down. However, when I "push" it down, it does not move. It's as if the rotation is frozen. I did check the Rigid body constraints, and there is no constraints on the object.
Thank you in advance!
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