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Rigidbody Precise Colliders
I'm currently attempting to create a moveable sword via joystick input that will be able to hit other objects swords etc. The main problem being that I've gone down the route of using transform.position instead of using the physics systems. This is due to the physics systems being nonspecific as the need is for this game.
What is the best way to create a collision for a moving and rotating sword that will have to collide with other moving and non-moving objects within the world? Think of the sort of sword you'd see in a VR game except moved by a joystick instead.
Answer by Eno-Khaon · May 20, 2017 at 04:53 AM
You might want to take a look at Rigidbody.MovePosition(). That would let you interpolate physics movement where the defined object will (generally) win against other physics objects when moving to the new position.