Unity Rigidbody Moveposition Jitter

プログラミングに関係のない質問 やってほしいことだけを記載した丸投げの質問 問題・課題が含まれていない質問 意図的に内容が抹消された質問 広告と受け取られるような投稿. MovePositionを呼び出すと、レンダリングされた中間フレームの2つの位置の間でスムーズに移行します。 これは、各FixedUpdateで剛体を連続的に移動する場合に使用します。 とある。スムーズに移行ってことはフレーム間で衝突判定を補完するってこと?. MovePosition() and initially it seems like a flawless solution. 6) Note that the player is perpetually one frame's worth of gravity BELOW its starting position. Use Rigidbody. 5) Replay the scene from the start, this time checking the "Do Null Moves" box. Component does not contain a definition for MovePosition and no extension method MovePosition accepting a first argument of type Unity. The problem is: For example if the player one attacks the player 2 executes the method but the damage it's decremented in player 1 and vice-versa. Traditionally first person controllers are done using the character controller and this is the recommended way, but sometimes you want it to use real physics. This short tutorial will help show users how to move around objects ie: rigid body's. 4 for angles 15º and 30º which is just ridiculous. This is a rigidbody based first person controller. Unity3D) submitted 5 years ago by hickory-smoked I'm working on my first physics game, and stumped by something I'd think would be pretty basic: I'm trying to move a box around X/Z space with the mouse. Objects falling through, sinking into the platforms, not the behaviors we were looking for. MovePosition and rotate it with Rigidbody. We use cookies for various purposes including analytics. Since all game types and themes are different we have a option on rigidbody as i sKinematic , if its disabled the gameObject will be still able to interact but will be no longer affected by unity physics engine. MovePosition() and rigidbody. This is a specific type of jitter related to fixed time steps that is a subset of general jitter issues, but happen frequently enough that they are worth calling out specifically (if you have a camera moving in Update() chasing a moving rigidbody in Unity, it will jitter by default). How can I make it so that if it can't reach a rotation because it's being blocked to stop trying to MoveRotation or how can I make it not jitter when it can't rotate further?. Unity decided to pull apart the physic update from the classic update. 2 なぜRigidbody. position is that the ball rolls back down, due to the fact that the rigidbody isn't properly taking into account the rigidbody's velocity change, but then the position modification causes the ball to jitter up and down the ramp. Objects falling through, sinking into the platforms, not the behaviors we were looking for. if you want 100% fine control over that rigidbody (say, for a platformer character), it should be kinematic, and you should manipulate it with rigidbody. I want to add torque to a Rigidbody that has a complex shape (different that simply a box primitive, or a Rigidbody that has its center of gravity perfectly aligned along one of the body's local x,y,z axis. Even new Unity game developers tend to write their own fps controller script before learning anything else as it is challenging and very exciting. [Unity] positionとMovePositionの違いを比べた 正直 前回の記事 のおまけ程度にかこうと思ったんだけど、調べ方が悪いのか予想外の挙動をするので理解するのに手間取った。. Rigidbody should not be moved by their position, rotation or the Translate variables/function. RigidbodyKeepUpright. MovePositionを呼び出すと、レンダリングされた中間フレームの2つの位置の間でスムーズに移行します。 これは、各FixedUpdateで剛体を連続的に移動する場合に使用します。 とある。スムーズに移行ってことはフレーム間で衝突判定を補完するってこと?. Rigidbody components take control over an object's position - it makes the objects fall down under the influence of gravity, and can calculate how objects will respond to collisions. If the rigidbody is kinematic then any collisions won't affect the rigidbody itself and will only affect any other dynamic colliders. Forces a rigidbody to sleep at least one frame. It'll bounce and turn nicely if i hit a collider from an angle. View Test Prep - unity from GAME 119 at Jimma University, Oromia. unity moveposition of my bullet doesnt work. UnityではRigidbody. moveposition and I kid you not, its even more jittery than transform. When I click on a spot on the map, I set that mouse's click to the destination and then use the rigidBody on the gameobject to move it using RigidBody. When I do this, I am getting a lot of flicker when the gameobject reaches its destination. MovePosition() and rigidbody. By default, we will use velocity-based motion. position = blah doesn't; but Rigidbody. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers. You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. This is faster than updating the position using Transform. Don't set the velocity of an object every physics step, this will lead to unrealistic physics simulation. However, once I tried to use networking the rigidbody freezes once I push the button. This also means that if the colliders produce a collision then it will affect the rigidbody movement and potentially stop it from reaching the specified position during the next physics update. OK, I Understand. « Unity », les logos Unity et les autres marques Unity sont des marques commerciales ou des marques déposées de Unity Technologies ou de ses filiales aux États-Unis et ailleurs (plus d'informations here). Even new Unity game developers tend to write their own fps controller script before learning anything else as it is challenging and very exciting. 3f1 and 2018. How to create a 3D Terrain with Google Maps and height maps in Photoshop - 3D Map Generator Terrain - Duration: 20:32. unity moveposition of my bullet doesnt work. I move it by setting the rigidBody. This is faster than updating the position using Transform. Translate for a third person platformer. Try bumping the drag and angular drag up a bit to make recoil more predictable when bumping into objects. In most cases you should not modify the velocity directly, as this can result in unrealistic behaviour. A few months ago I submitted a bug report with a sample project illustrating that the issue ONLY happens when the framerate is not steady, but I got tired of trying to explain this to the QA tester and gave up. Keeps a rigidbody object upright. MovePosition results in a smooth transition between the two positions in any intermediate frames rendered. How can I make it so that if it can't reach a rotation because it's being blocked to stop trying to MoveRotation or how can I make it not jitter when it can't rotate further?. Rigidbody should not be moved by their position, rotation or the Translate variables/function. The one is to use 'Rigidbody'. position; Set rigidbody. Translate (at least going down a slope, when going up they are pretty much the same). RigidbodyKeepUpright. Play the scene 5. This short tutorial will help show users how to move around objects ie: rigid body's. Notice the script calls MovePosition() function and sets the rigidbody to kinematic as the button is pressed 4. I think share my thoughts on which method is best for each use. I have gotten collision down to a science, but I am unable to manifest a killing point for the sword that kills the dying player. Controlling Objects With Forces and Torques. Definitely not a permanent solution, but will at least make the movement look smooth for now. When you use transform. 3f1 and 2018. 2 and when that will actually be released. position, but calculates collision along the way. [Unity 5] Script déplacement joueur - Rigidbody × Après avoir cliqué sur "Répondre" vous serez invité à vous connecter pour que votre message soit publié. A rigidbody without a valid collider can have unexpected physics issues. Then set projection to orthographic and scale size how much you want, I used 13. How important is it to not move a rigidbody via transform? Hey guys, so I've heard in a few places (most recently here ) that moving ridgidbodies via transform (i. using UnityEngine; using System. I am very new to unity and my scripts are based on some scripts found on the web. 」という記述をしてRigidBodyクラスを使える状態にしております〜この記述はUnity4とUnity5とで違うのですが、詳しくは以前の記事に書かれておりますので、ご参照下さい〜. By default, we will use velocity-based motion. You asked a vague question, so the best you can hope for is vague answers. But if the angle is straight onto the collider it will start jittering and moving up trying to solve the collision. I modified your code to use Rigidbody. This is the way you would move your rigidbody controller if you want to write your own physics for the player. MovePosition creates a smooth movement so it needs to be called every frame on. Unity is the ultimate game development platform. If you want to continously move a rigidbody or kinematic rigidbody use MovePosition and MoveRotation instead. The FPS in profiler is fine it is near to 100. This is a rigidbody based first person controller. Definitely not a permanent solution, but will at least make the movement look smooth for now. MovePosition: moving almost instantaneously (possible to interpolate in the. There seems to be some conjecture about it actually being fixed in 2018. This will make it so that MovePosition will be called even if there is no movement needed (the Player will simply do MovePosition to the rigidbody's current position). Play the scene 5. MovePosition を使えばいいことに. Los demás nombres o marcas son marcas registradas de sus respectivos propietarios. I noticed that when a NPC chases the player, it will jitter around when the camera moves with the player. We use cookies for various purposes including analytics. Even when setting FixedUpdate to 120FPS, the jittering still appears once every 10 seconds or so. i'm almost 100% sure this is an issue popped out so much times now. It works properly even when the framerate is all over the place. Press the button 6. A first-person character controller script is the starting point of any fps shooter game. positionを直接制御する形に変更して、毎フレームpositionにlocalPositionを代入することで解決する方法もありますが、Rigidbodyで制御する時と挙動が異なる可能性が高いです。. Sometimes it doesn’t seem to not work the way it’s supposed to, although these problems are mostly caused by wrong parameter values and settings. I think share my thoughts on which method is best for each use. The Enumeration called MotionMethod is used to switch between velocity-based motion (where the velocity of the Rigidbody is directly affected in order to make the Rigidbody move, and move-based motion where the rigidbody is moved using the Rigidbody. position is that the ball rolls back down, due to the fact that the rigidbody isn't properly taking into account the rigidbody's velocity change, but then the position modification causes the ball to jitter up and down the ramp. [Unity] positionとMovePositionの違いを比べた 正直 前回の記事 のおまけ程度にかこうと思ったんだけど、調べ方が悪いのか予想外の挙動をするので理解するのに手間取った。. The issue is not very. Lesson2 Rigidbody. The rigidbody will be under full control of animation or script control by changing transform. velocity と rigidbody. In most cases you should not modify the velocity directly, as this can result in unrealistic behaviour. position vs transform. [Unity 5] Script déplacement joueur - Rigidbody × Après avoir cliqué sur "Répondre" vous serez invité à vous connecter pour que votre message soit publié. also Interpolate is also fine. MoveRotation will resulting in a smooth transition between the two rotations in any intermediate frames rendered. If you want to continuously move a rigidbody use MovePosition instead, which takes interpolation into account. I have added RigidBody component as well as Mesh collider to an object moved with keyboard. OK, I Understand. Use Rigidbody. Traditionally first person controllers are done using the character controller and this is the recommended way, but sometimes you want it to use real physics. You move Rigidbody with Rigidbody. inertiaTensorRotationが慣性主軸への回転を表します。 これらの値は質量とコライダの形状からそれらしい値がデフォルトで計算されますが、直接指定することもできます。. So setting this directly will indeed disable gravity. MovePosition() and rigidbody. MovePosition results in a smooth transition between the two positions in any intermediate frames rendered. This has been a headace. Physics-Based Unity Player Controller. Last but not least don't forget to watch our. 【Unity】離れたら触れるようになるオブジェクト. Note that, since they are marked public will appear in the editor as. UnityではRigidBodyコンポーネントのAddForce()で力を加えて徐々に加速させられます。 どんどん加速していくのでゲームに使う時は速度制限が必要です。. For kinematic rigidbodies it applies friction based on the motion of the rigidbody. Rigidbody should not be moved by their position, rotation or the Translate variables/function. If you haven't made an app there, go to https://dashboard. Notice the script calls MovePosition() function and sets the rigidbody to kinematic as the button is pressed 4. So forces automatically affect the rigidbody, and joints can be used to eg. MovePosition method to move the rigidbody. I think share my thoughts on which method is best for each use. In your case it will mess with the collisions (what you see there most probably is the physics engine finding the rigidbody collider inside another collider in the next physics step and moving it the shortest distance to the edge of the collider it is in, which in case of. position vs transform. Note that, since they are marked public will appear in the editor as. For kinematic rigidbodies it applies friction based on the motion of the rigidbody. かくいう自分も文句無しのUnity初心者なんですが。。。 いろいろUnityをいじっていて、「あれ?これとこれって似てるけど具体的に何が違うのかな??」ってのが多々あったので、そこをまとめてみました。 rigidbody. unity moveposition of my bullet doesnt work. How to create a 3D Terrain with Google Maps and height maps in Photoshop - 3D Map Generator Terrain - Duration: 20:32. Rigidbody is marked as kinematic. 3d animation animation a star unity3d c# collide object move doodlejump doodle jump endless endless jumping flappy bird flappy clone frame grid path hi-res hi-resolution infinite legacy legacy animation line by line lines mega jump megajump unity move 3d object move object move with mouse pathfinding read a text file rigidbody rigidbody. inertiaTensorRotationが慣性主軸への回転を表します。 これらの値は質量とコライダの形状からそれらしい値がデフォルトで計算されますが、直接指定することもできます。. The position occurs in local space. If Rigidbody interpolation is enabled on the Rigidbody, calling Rigidbody. Hello, My ship rotates around a spherical object and has a rigidbody attached. Un ID Unity vous permet d'acheter les services et produits Unity et/ou de vous y abonner, de faire des achats d'Asset Store et de participer à la Communauté Unity. The issue is universal to all engines, and is directly derived from what timesteps your engine uses. This is the way you would move your rigidbody controller if you want to write your own physics for the player. Collections; public class Player : MonoBehaviour cfw_ Rigidbody rigidbody; Vector3 velocity;. So setting this directly will indeed disable gravity. OK, I Understand. In this video I go over a few methods on how to move a player or an object around the screen. Camera following Rigidbody2D jitter every few seconds with background (non rigidbody) objects (Obstacles). If Rigidbody interpolation is enabled on the Rigidbody, calling Rigidbody. In this video we will summarize the Rigidbody2D component and its properties. Orange Box Ceo 8,433,747 views. A Rigidbody2D component places a GameObject under the control of the 2D physics engine. Currently, our NPCs follows simple physics with non-kinematic rigidbody, meaning that Unity just teleports the NPC object rather than smoothly moving it by applying force. You can add multiple lanes with different parameters and compare the result. Learn how Rigidbody objects should be moved. 3d animation animation a star unity3d c# collide object move doodlejump doodle jump endless endless jumping flappy bird flappy clone frame grid path hi-res hi-resolution infinite legacy legacy animation line by line lines mega jump megajump unity move 3d object move object move with mouse pathfinding read a text file rigidbody rigidbody. The position occurs in local space. MovePosition() and initially it seems like a flawless solution. I have gotten collision down to a science, but I am unable to manifest a killing point for the sword that kills the dying player. I modified your code to use Rigidbody. The snippet below moves a 3D object (on which it is attached) with the mouse and collides with all objects that come in its way. This is similar to setting transform. In this video, I will give you a solution to that pro. As illustrated in the example above setting interpolation to "Extrapolate" does reduce jitter slightly when moving a kinematic rigid body. [Unity] positionとMovePositionの違いを比べた 正直 前回の記事 のおまけ程度にかこうと思ったんだけど、調べ方が悪いのか予想外の挙動をするので理解するのに手間取った。. See Rigidbody Sleeping for more information. × Attention, ce sujet est très ancien. Los demás nombres o marcas son marcas registradas de sus respectivos propietarios. MovePosition() and rigidbody. A rigidbody is used to simulate physics, by setting the rigidbody's position every frame you're essentially teleporting the character every frame. and it moved without a jitter, my solution was. Rigidbody MoveRotation Very Jittery When I use MoveRotation it's very jittery (it's in the FixedUpdate). Unity - スクリプトリファレンス: Rigidbody. MovePosition() and initially it seems like a flawless solution. These scripts demonstrate the implementation of interpolation, extrapolation, and optimized player physics in the position synchronization logic of non-authoratative networked games. Use Rigidbody. The best place to ask and answer questions about development with Unity. Then make a floor from cube. MovePosition()をやめて、transform. Please help! I try Rigidbody. I use rigidbody. Comparing the code above with the movement code used in our previous tutorial, the only difference is that we used the MovePosition function provided by the Rigidbody component to move our game object instead of directly manipulating the position data of the Transform component. position vs transform. So forces automatically affect the rigidbody, and joints can be used to eg. Press the button 6. Using Unity 2017. Camera following Rigidbody2D jitter every few seconds with background (non rigidbody) objects (Obstacles). Rotates the rigidbody to rotation. MovePosition which takes care of this. Then i want to move my rigidbody based on keyboard input (wasd) and rotate it using the mouse movement. There seems to be some conjecture about it actually being fixed in 2018. However when you combine those two, things can go haywire. Physics-Based Unity Player Controller. Don't set the velocity of an object every physics step, this will lead to unrealistic physics simulation. It represents the rate of change of Rigidbody position. Rigidbody should not be moved by their position, rotation or the Translate variables/function. Usually, the Unity Editor's Transform component A Transform component determines the Position, Rotation, and Scale of each object in the scene. freezeRotation. To help users navigate the site we have posted a site navigation guide. So off to Unity answers! The most recommended solution was to make the rigidbody become a child transform upon collision in script. Camera following Rigidbody2D jitter every few seconds with background (non rigidbody) objects (Obstacles). if you want 100% fine control over that rigidbody (say, for a platformer character), it should be kinematic, and you should manipulate it with rigidbody. Here is a simple movement example with no jump or strafing. By continuing to use Pastebin, you agree to our use of cookies as described in the Cookies Policy. Stack Exchange network consists of 175 Q&A communities including Stack Overflow, the largest, most trusted online community for developers to learn, share their knowledge, and build their careers. If you haven't made an app there, go to https://dashboard. Then set projection to orthographic and scale size how much you want, I used 13. Comparing the code above with the movement code used in our previous tutorial, the only difference is that we used the MovePosition function provided by the Rigidbody component to move our game object instead of directly manipulating the position data of the Transform component. Adding a rigidbody to the elevator made things more odd. I have added RigidBody component as well as Mesh collider to an object moved with keyboard. Traditionally first person controllers are done using the character controller and this is the recommended way, but sometimes you want it to use real physics. Rigidbody also helps in interaction with collisions. By default, we will use velocity-based motion. Notice the script calls MovePosition() function and sets the rigidbody to kinematic as the button is pressed 4. But when compared side by side to updating the velocity, interactions with other rigidbodies is a TON better when updating velocity. I have added RigidBody component as well as Mesh collider to an object moved with keyboard. position, as the latter will cause all attached Colliders to recalculate their positions relative to the Rigidbody. « Unity », les logos Unity et les autres marques Unity sont des marques commerciales ou des marques déposées de Unity Technologies ou de ses filiales aux États-Unis et ailleurs (plus d'informations here). In general, please be respectful and kind. 6) Note that the player is perpetually one frame's worth of gravity BELOW its starting position. MovePosition or Rigidbody. This lets you simulate moving platforms with rigidbodies sitting on top of the elevator. This is similar to setting transform. By default this is RigidbodyConstraints. There are three ways to control the positions of rigidbodies in Unity. For starters, you should consider adding that movement vector to the velocity of the player, not using rigidbody. This guarantees the accuracy of the collision detection and. Performance & feel of moving objects driven by either RigidBody + force or just updating transform are okay until you start moving the camera at the same time. The issue is universal to all engines, and is directly derived from what timesteps your engine uses. 1f creates an issue. A tutorial on the two approaches for coding movement in Unity: The Character Controller and the Rigidbody components, and their respective advantages. A gameobject with rigidbody are affected by unity physics engine. It works properly even when the framerate is all over the place. The best place to ask and answer questions about development with Unity. Get a real App ID from API tab of your app in the Developer Dashboard. The position occurs in local space. You can add multiple lanes with different parameters and compare the result. can connect a kinematic rigidbodiy to a normal rigidbody with a joint and the rigidbody will be constrained with the motion of the kinematic body. In a nutshell, my character's movement is jagged/jittery and I'm trying to smooth it out. I'm having issues with a follow camera jitter. Camera Follow Script. This will make it so that MovePosition will be called even if there is no movement needed (the Player will simply do MovePosition to the rigidbody's current position). This is the way you would move your rigidbody controller if you want to write your own physics for the player. I am using rigidbody. MovePosition( blah ) does. When I click on a spot on the map, I set that mouse's click to the destination and then use the rigidBody on the gameobject to move it using RigidBody. 1 wins by FAR. In most cases you should not modify the velocity directly, as this can result in unrealistic behaviour. You asked a vague question, so the best you can hope for is vague answers. MovePosition( blah ) does. position: completely teleportation. Join GitHub today. As illustrated in the example above setting interpolation to "Extrapolate" does reduce jitter slightly when moving a kinematic rigid body. So for collision detection I used Raycast and LineCast. This will make it so that MovePosition will be called even if there is no movement needed (the Player will simply do MovePosition to the rigidbody's current position). If the rigidbody is kinematic then any collisions won't affect the rigidbody itself and will only affect any other dynamic colliders. Adding a rigidbody to the elevator made things more odd. [Unity] positionとMovePositionの違いを比べた 正直 前回の記事 のおまけ程度にかこうと思ったんだけど、調べ方が悪いのか予想外の挙動をするので理解するのに手間取った。. 2D rigidbodies have a fixed limit on how fast they can move therefore attempting to move large distances over short time-scales can result in the rigidbody not reaching the specified position during the next. ly/2Js78lE. Rigidbody MoveRotation Very Jittery When I use MoveRotation it's very jittery (it's in the FixedUpdate). moveposition (without the extra force added). Hello, My ship rotates around a spherical object and has a rigidbody attached. If you want 100% fine control over that rigidbody (say, for a platformer character), it should be kinematic, and you should manipulate it with rigidbody. Translate (at least going down a slope, when going up they are pretty much the same). If I hold down a button I start to move and I can swing the object with my arm. 1 beta 12 build available here (please note the beta 12 you can find in the usual beta channels will not work). moveposition and I kid you not, its even more jittery than transform. By continuing to use Pastebin, you agree to our use of cookies as described in the Cookies Policy. I want to make a first person view so the camera is attached to my rigidbodys head. At first I thought I may have accidentally altered the rigidbody movement script so I made a parented test. Hi everyone, I've done a bunch of searching for an answer, and can't seem to find anything that has helped. If you want other rigidbodies to interact with the kinematic rigidbody you need to move it in the FixedUpdate function. I currently am working on a game where I am using click to move in Unity. « Unity », les logos Unity et les autres marques Unity sont des marques commerciales ou des marques déposées de Unity Technologies ou de ses filiales aux États-Unis et ailleurs (plus d'informations here). 4 for angles 15º and 30º which is just ridiculous. Add the object to a layer named "Interactive". If Rigidbody interpolation is enabled on the Rigidbody, calling Rigidbody. In this video I go over a few methods on how to move a player or an object around the screen. In this video, I will give you a solution to that pro. MovePosition and rotate it with Rigidbody. Im using the survival shooter tutorial and this. Hello, My ship rotates around a spherical object and has a rigidbody attached. Joints in Unity are no "solid joints", but there's always some amount of spring effect. The problem is: For example if the player one attacks the player 2 executes the method but the damage it's decremented in player 1 and vice-versa. 1 beta 12 build available here (please note the beta 12 you can find in the usual beta channels will not work). It will make the physics go haywire. void moveCharacter(Vector2 direction){ rb. velocity/ Rigidbody. UnityではRigidbody. ) and use AddRelativeTorque, but the Rigidbody is sent spinning around another unexpected axis. My guess is that Unity tires to calculate the current position (at the time when Update is called) from the last positions handed to MovePosition in FixedUpdate, but I don't know for sure. Last but not least don't forget to watch our. OK, I Understand. unity moveposition of my bullet doesnt work. Definitely not a permanent solution, but will at least make the movement look smooth for now. Common Mistakes Incorrect Scale. Use Rigidbody. Press the button 6. 評価を下げる理由を選択してください. Attach a DragRigidbody component to an object that has a both collider and a rigidbody. I was maintaining these in a document on my PC and decided I may as well store them publicly so other people can benefit from what I have learned: Rigidbodies and the Hierarchy. position: completely teleportation. If you are a new user to Unity Answers, check out our FAQ for more information. This lets you simulate moving / rotating platforms with rigidbodies sitting on top of the elevator. Unity Rigidbody2d jittering movement in the y-axis. When manipulating rigidbody parameters you should work inside the FixedUpdate function. This is a rigidbody based first person controller. In your case it will mess with the collisions (what you see there most probably is the physics engine finding the rigidbody collider inside another collider in the next physics step and moving it the shortest distance to the edge of the collider it is in, which in case of. If the collider is a trigger, the engine will tell you when a collision happens (Collision detection), but will leave it to you to decide what to do upon collision. Unity is a cross-platform game engine developed byUnity Technologies, which is primarily used to develop video games and simulations for computers, consoles and mobile devices. deltaTime)); } This tutorial is sponsored by this community In order to stick to our mission of keeping education free, our videos and the content of this website rely on the support of this community. RigidbodyKeepUpright. MovePosition to move a Rigidbody, complying with the Rigidbody's interpolation setting. Rigidbody should not be moved by their position, rotation or the Translate variables/function. This is faster than updating the position using Transform. Moveposition/ Rigidbody. This article will take you through the process of making a player navigation scripts that allows you to move a character across Unity's navigation surface using a direction as input device. Performance & feel of moving objects driven by either RigidBody + force or just updating transform are okay until you start moving the camera at the same time. By default this is RigidbodyConstraints. This moves the player around the same way transform. I modified your code to use Rigidbody. When you use transform. 1f creates an issue. Video example of using rigidbody.