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Question by jjesh · May 09, 2015 at 08:18 PM · rotationjavascriptmovementrigidbodytime

Rigidbody.MovePosition doesn't move reliably?

I posted something similar a while back, and the answer I got (which was to put it in fixedUpdate) helped the problem a lot, but not completely. When I use Rigidbody.MovePosition or Rigidbody.MoveRotation, the object doesn't always move the correct distance. Sometimes it'll move a little farther than it should, or rotate too far around. Does anybody know what may be wrong? Here's my code, thanks for the help!

 if(bIsSpinning == true)
     {
         
         if(spinDirection == "right")
         {
                 rigidbody.MovePosition(rigidbody.position + Vector3(30,0,0) * Time.fixedDeltaTime);
                 rigidbody.MoveRotation(rigidbody.rotation * Quaternion.Euler(Vector3(0,360,0) * Time.fixedDeltaTime));
         }
         else if(spinDirection == "left")
         {
                 rigidbody.MovePosition(rigidbody.position + Vector3(-30,0,0) * Time.deltaTime);
                 rigidbody.MoveRotation(rigidbody.rotation * Quaternion.Euler(Vector3(0,360,0) * Time.fixedDeltaTime));
         }
         if(spinDirection == "up")
         {
                 rigidbody.MovePosition(rigidbody.position + Vector3(0,20,0) * Time.fixedDeltaTime);
 
         }
         else if(spinDirection == "down")
         {
                 rigidbody.MovePosition(rigidbody.position + Vector3(0,-20,0) * Time.fixedDeltaTime * 3);
         }
         else
         {
         }
 }
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avatar image Zinatulin · May 10, 2015 at 10:54 PM 0
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I don't know how to explain it to you. It's very hard to explain and my explanations sucks :/ But basiclly, what makes you rigidBody moving more or less than you desire is your "bIsSpinning". In this cases I advise you to use $$anonymous$$athf.Lerp

avatar image Zinatulin · May 10, 2015 at 11:14 PM 0
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Try this:

 private Vector3 oldPos;
     
 private float timer;
 
 private bool setOldPositionAndRotation;
 
 if(bIsSpinning == true)
 {
     if(setOldPositionAndRotation == false)
     {
         setOldPositionAndRotation = true;
         oldPos = rigibody.position;
     }
 
     timer += Time.fixedDeltaTime;
 
     if(spinDirection == "right")
     {
         rigidbody.$$anonymous$$ovePosition($$anonymous$$athf.Lerp(oldPos, oldPos + Vector3(30,0,0), timer));
     }
     else if(spinDirection == "left")
     {
         rigidbody.$$anonymous$$ovePosition($$anonymous$$athf.Lerp(oldPos, oldPos + Vector3(-30,0,0), timer));
     }
     if(spinDirection == "up")
     {
         rigidbody.$$anonymous$$ovePosition($$anonymous$$athf.Lerp(oldPos, oldPos + Vector3(0,-20,0), timer));
         
     }
     else if(spinDirection == "down")
     {
         rigidbody.$$anonymous$$ovePosition($$anonymous$$athf.Lerp(oldPos, oldPos + Vector3(0,-20,0), timer * 3.0f));
     }
 }
 else 
 {
     setOldPositionAndRotation = false;
 
     timer = 0;
 }

I've done only for position. But for the rotation it is the same story.

avatar image jjesh · May 11, 2015 at 04:32 AM 0
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Thanks for the reply! I tried your code, but I got a string of errors that all say

"The best overload for the method 'UnityEngine.$$anonymous$$athf.Lerp(float, float, float)' is not compatible with the argument list '(UnityEngine.Vector3, UnityEngine.Vector3, float)'"

or

"The best overload for the method 'UnityEngine.Rigidbody.$$anonymous$$ovePosition(UnityEngine.Vector3)' is not compatible with the argument list '(float)'"

avatar image Zinatulin · May 11, 2015 at 08:21 AM 0
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Oh sorry my bad. I've should done this:

  private Vector3 oldPos;
      
  private float timer;
  
  private bool setOldPositionAndRotation;
  
  if(bIsSpinning == true)
  {
      if(setOldPositionAndRotation == false)
      {
          setOldPositionAndRotation = true;
          oldPos = rigibody.position;
      }
  
      timer += Time.fixedDeltaTime;
  
      if(spinDirection == "right")
      {
          rigidbody.$$anonymous$$ovePosition(new Vector3($$anonymous$$athf.Lerp(oldPos.x, oldPos.x + 30, timer),rididbody.position.y,rididbody.position.z));
      }
      else if(spinDirection == "left")
      {
          rigidbody.$$anonymous$$ovePosition(new Vector3($$anonymous$$athf.Lerp(oldPos.x, oldPos.x -30, timer),rididbody.position.y,rididbody.position.z));
      }
      if(spinDirection == "up")
      {
          rigidbody.$$anonymous$$ovePosition(new Vector3(rididbody.position.x,$$anonymous$$athf.Lerp(oldPos.y, oldPos.y -20, timer),rididbody.position.z));         
      }
      else if(spinDirection == "down")
      {
          rigidbody.$$anonymous$$ovePosition(new Vector3(rididbody.position.x,$$anonymous$$athf.Lerp(oldPos.y, oldPos.y -20, timer * 3.0f),rididbody.position.z));
      }
  }
  else 
  {
      setOldPositionAndRotation = false;
  
      timer = 0;
  }
avatar image jjesh · May 15, 2015 at 04:55 PM 0
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This worked perfectly, thank you!

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Answer by ZacGarby · May 11, 2015 at 09:53 AM

instead of having it in the 'update' function, have it in 'LateUpdate'

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