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Question by Avash · Sep 12, 2014 at 03:01 PM · rigidbodyraycastraycastingraycasthit

Rigidbody.position causes shaking

     int x = Screen.width / 2;
         int y = Screen.height / 2;
         GameObject Cube = GameObject.Find("Cube");
         Ray ray = Camera.main.ScreenPointToRay(new Vector3(x, y));
         RaycastHit hit;
 
         
         if (Physics.Raycast(ray, out hit)) {
             Cube.rigidbody.position = hit.point; 
             Cube.rigidbody.velocity = new Vector3(0, 0, 0);
         }

Cube has rigidbody in it.

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avatar image Baste · Sep 12, 2014 at 03:50 PM 0
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Where does this happen? In Update()? On a click?

And what shakes - the Cube or something else?

We need a bit more information before we can give any input on your problem.

avatar image VesuvianPrime · Sep 12, 2014 at 05:19 PM 0
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Generally ins$$anonymous$$d of setting the position of a rigidbody you want to use $$anonymous$$ovePosition. $$anonymous$$aybe that will help?

avatar image Avash · Sep 12, 2014 at 06:46 PM 0
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VesuvianPrime: No.

avatar image Avash · Sep 12, 2014 at 06:47 PM 0
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The Cube and in Update();

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Answer by TheBeardPhantom · Sep 12, 2014 at 08:27 PM

I saw from your comments that you're doing this in the Update method.

Interactions with the physics engine (rigibodies, etc.) should ONLY be done in the FixedUpdate method.

http://docs.unity3d.com/ScriptReference/MonoBehaviour.FixedUpdate.html

Also, according to the documentation for Rigidbody.position:

This is similar to setting transform.position, however the position will only be applied to the transform at the end of the physics step. If you want to continously move a rigidbody or kinematic rigidbody use MovePosition and MoveRotation instead.

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