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Rigidbody goes crazy when isKinematic is false
Hello!!!
Well, I have a problem. I have a rigidbody to a GameObject and isKinematic is true. During runtime I change it(through a script) back to false, and then it launches to other side of the scene. It actually looks like it disappears.
I dont understand... the same script a few day ago was working perfectly... Maybe unity5.1 made this proble?
Can somebody help me, please???
I blame 5.1. It ruined a lot of things in my game. Downgrade back to 5.0 and see if the problem if fixed again. If it is, then it's 5.1s fault and nothing you can do.
Hi, I would suggest to try clearing all for forces of the object before removing the Is$$anonymous$$inematic flag. I.$$anonymous$$ rigidbody.velocity = vector3.zero; rigidbody.angularVelocity = Vector3.zero;
No, unfortunately it is not working, it does the same thing! :(
When moving from 3.5 to 4.0 something like this happened. Now the $$anonymous$$m is fearful about switching to unity 5 as even 4.6 doesn't seem complete. Please, let me know if you find the reason
Answer by ScroodgeM · Jun 12, 2015 at 02:32 PM
your problem rather in colliders intersect. if your rigidbody becames in deep collision, it will receive a great force away from collision - this is how rigidbody (non-kinematic) works. so avoid any collision before disabling this option
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