Rigidbody behaves inadequately when rubbed against a collider. A few seconds we move, touching the collider, then what we move, pulls and turns, as if pushing too hard and in the opposite direction.
Rigidbody Continious Dynamic, Interpolate - Interpolate. There is no Rigidoby on a fixed collider.
Rigidbody movement code is extremely simple.
body.AddForce(transform.forward * forwardForce); body.AddTorque(0, rb.velocity.magnitude * rotate, 0, ForceMode.Acceleration); Fixed collider mesh, mobile, which with Rigidbody - capsule.