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Question by FrogSkull · Mar 06, 2018 at 08:24 PM · rigidbodypositionsetactiverespawn

Problem when respawning a rigidbody in the desired position using rigidboy.position.

There is a delay of one frame when we call setActive (true) and its position is set immediately after, which is expected when we apply vector3 to rigidbody.position.

Consider the script

 public class TesteRigidBodyWarp : MonoBehaviour {
  
     public Rigidbody targetRigidBody;      
     void Update () 
     {
         if (Input.GetKeyDown(KeyCode.Q))
         {
             if (targetRigidBody.gameObject.activeInHierarchy)
             {
                 targetRigidBody.gameObject.SetActive(false);
             }
             else
             {
                 targetRigidBody.gameObject.SetActive(true);
                 targetRigidBody.position = Random.insideUnitCircle * 4.0f;
             }
         }
         if (Input.GetKeyDown(KeyCode.A))
         {
             if (targetRigidBody.gameObject.activeInHierarchy)
             {
                 targetRigidBody.gameObject.SetActive(false);
             }
             else
             {
                 targetRigidBody.position = Random.insideUnitCircle * 4.0f;
                 targetRigidBody.gameObject.SetActive(false);              
             }
         }
     }
 }


The rigidbody does not set its position if the object is not active, as in the KeyCode.A example.

In the example of KeyCode.Q, the position of the gameobject is updated with the delay of one frame, so that it is possible to see for a brief moment the object in the last position it was in when setActive (false) was last called.

Knowing rigidboy.position is more efficient than transform.position, how should we proceed to restore an inactive rigidbody the good way?

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