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Question by SK-ColdFire · Oct 31, 2018 at 06:10 PM · rigidbody2dkinematictransform.translaterigidbody.velocity

I can't smooth the continuous movement of my Kinematic Rigidbody2D

Hello i'm Tiago and i'm making an Android game inspired in Flappy Bird, so i followed the Unity's Official tutorial (using costum sprites and script for my bird for better feeling);

But as you know Flappy Bird must be smooth, and i can't make mine feel like the original, the scrolling objects seem to ghost a bit, they move constantly but i can notice specially on android that they seem to move with low fps, but the bird wich only moves up and down moves smoothly, i'm using Velocity for the bird, but he is Dynamic not Kinematic -> rb2d.velocity = new Vector2(0, FlapForce);

The problem is i can't really figure it out how to move the Kinematic Obscacles(greenPipes) and Scenary objects(theGroundForExample) to make the illusion of the Bird moving.. I've tried these

 transform.Translate(Vector2.left * 17f * Time.deltaTime); - not smooth
 rb2d.velocity = new Vector2(17f, 0); - not smooth
 rb2d.velocity = rb2d.velocity.normalized * 17f; - doesn't do anything

I also tried making them dynamic with gravity on 0 and use addForce but they don't move I tried put this codes in Start, Update and FixedUpdate but it's always the same I tried Interpolate and Extrapolate but still i don't see any difference.

I've read inumerous of other questions related and i tried many things but anything works, i read a lot of unity documentation, and i also read this: Timesteps and Achieving Smooth Motion in Unity But i didn't really understand how to implement that and how it works.

Thank you in advance to everyone who read this, all help is truly apreciated since i'm stuck with this for days, and i don't wanna continue with the game before fixing this because it is really important, thank you!

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