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Question by Altissimus · May 23, 2019 at 10:04 AM · rotationrigidbodyconstraints

Rigidbody Constraints vs MoveRotation

Hi,

Why doesn't :

rigidbody.MoveRotation(Quaternion.Euler(Vector3.up move Speed Time.deltaTime);

...fix the x and z rotations to zero?

The above line of code is running in FixedUpdate().

Expected behaviour: I am expecting it to maintain the rotations of my capsule in both the x and z axes at zero. Perceived behaviour: as expected, until there is a collision with an object, at which time x and z axes rotation is seen, and remain without being reset to zero.

I can fix the problem by applying constraints on the Rigidbody component manually, but I don't understand why I need to?

Cheers, A

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