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.

  • one
    And what is body weight? - Stranger in the Q
  • one
    The values ​​of the forces with a mass of 1000 you what? - Stranger in the Q
  • one
    And what effect are you trying to achieve? - Stranger in the Q
  • one
    And how did you decide that everything is fine? If everything is in the C system for example? - Stranger in the Q
  • one
    Try ratios close to 1, there will be a more predictable result - Stranger in the Q

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