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Question by J0K3R_12QQ · Jan 13, 2018 at 08:48 PM · rigidbodytransformplayercontroller

Which way of achieving player control is better - rigidbody functions or transform functions?

Hi.
I recently moved over from UE4 to Unity and I am wondering how should I implement player control.
In UE there was one great way which worked in all cases, but in Unity there's a lot of ways of doing that. I thought of two ways which I think are the most popular - rigidbody and transform, but I don't know which one to use when. For some reason I think that the transform way of achieving player control is sloppy and primitive, on the other hand when I tried to rotate the player using Rigidbody.MoveRotation() it resulted in jittery movement. Rigidbody control is also more complicated and one mistake in calculations can make a huge difference.

So in general, which way is better?

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avatar image getyour411 · Jan 14, 2018 at 05:53 AM 1
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Your game environment might influence the decision: 2D Platformer/Infinite Runner vs 3D, etc.

If you are new to Unity, the FPS Character Controller asset (standard) is a simple integration.

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