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Why is my kinematic Rigidbody stuck?
So i have a space ship that has a non kinematic rigid body and i have a fps player object that has a kinematic rigid body. the fps player object is a child of the space ship. If i do not move or rotate the space ship everything works fine but when the space ship moves or rotates the fps player cannot move. if i use extrapolation it will move a minuscule amount but then get set back almost as if it colliding with something. although the fps player object is no where near any of the spaceship collider's. why is this happening?
$$anonymous$$aybe rethink what you are doing here. What is the desired end result?
basically what i would like is for the ship to be able to move and rotate and be interacting physically with other ships and or asteroids. At the same time as a first person shooter going on inside the ship with proper collisions and relative directions and so on.
Is it possible you've put a constraint on the rotation/position of the fps player object?
The constraints are listed in the rigidbody component of the fps game object.
I have x,y,z rotation constraint on but not position. Just so it doesn't fall over when moving. and i tried taking them off and it still is stuck
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