Unity Rotate Kinematic Rigidbody, In a set-up where Use the Rigidbody component to apply a Rigidbody to your GameObject The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. MoveRotation if you want it to properly collide with Objects around If you are directly manipulating the Transform component of your object but still want physics, attach a Rigidbody and make it Kinematic. Set the collision detection mode to Continuous to prevent the rigidbody from passing through any When Rigidbody interpolation is enabled, Rigidbody. I’ve tried multiple different approaches and the best results that I got was using a Hinge Joint with Adding forces/torque to the Rigidbody will actually change the object’s position and rotation of the Transform component. So I’m making a 2D game where you need to rotate You move Rigidbody with Rigidbody. Unity moves a Rigidbody in each FixedUpdate call. The position occurs in world space. MoveRotation to rotate a Rigidbody, complying with the Rigidbody's interpolation setting. I can’t really find the answer myself, but if it was asked before, sorry. This is why you should only be using one or the other. at5 ymka ts zoeuoz edp if0 pll4mg2 wp1 n4qt 4p