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Question by ohyesplease · Feb 17, 2018 at 04:06 PM · 2drigidbodyposition2d-physicsdynamic

Can I arbitrarily move a dynamic Rigidbody 2D?

Hi I´m really new here.

I want to make some 2D objects that are affected by gravity. Think air-filled balloons that you can bat up to the ceiling and then they gently float down again.

But I also want them to be affected by variable winds that might blow them left or right, random events that might kickstart them into moving somewhere else, and later, on a touch screen, user gestures moving them somewhere else and etc., etc.

If I want gravity, I should use dynamic Rigidbody 2D. But the documentation says:

 "Do not use the Transform component to
  set the position or rotation of a
 Dynamic Rigidbody 2D. The simulation
  repositions a Dynamic Rigidbody 2D
  according to its velocity; you can
  change this directly via forces
  applied to it by scripts, or
  indirectly via collisions and
  gravity."

So does that mean I should only affect them via velocity, that I can´t timewarp them to a different position?

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Answer by grizzly48 · Feb 17, 2018 at 05:03 PM

No, as far as I understood it, it only means, that you call "Rigidbody2D.MovePosition(Vector2 newPosition)" instead of "Transform.position = Vector2 newPosition" (https://docs.unity3d.com/ScriptReference/Rigidbody2D.MovePosition.html) and the same goes for rotation, simply use the method of the rigidbody instead of manipulating the transform directly. Hope that helps

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