position | The new position for the Rigidbody object. |
Moves the rigidbody to position
.
Moves the rigidbody to the specified position
by calculating the appropriate linear velocity required to move the rigidbody to that position during the next physics update. During the move, neither gravity or linear drag will affect the body. This causes the object to rapidly move from the existing position, through the world, to the specified position
.
position
through the world, any colliders attached to the rigidbody will react as expected i.e. they will produce collisions and/or triggers. 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. If the rigidbody is kinematic then any collisions won't affect the rigidbody itself and will only affect any other dynamic colliders.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 physics update. It is recommended that you use this for relatively small distance movements only.It is important to understand that the actual position change will only occur during the next physics update therefore calling this method repeatedly without waiting for the next physics update will result in the last call being used. For this reason, it is recommended that it is called during the FixedUpdate callback.private var speed : Vector2 = Vector2 (3, 0); function FixedUpdate () { rigidbody2D.MovePosition(rigidbody2D.position + speed * Time.deltaTime); }
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { private Vector2 speed = new Vector2(3, 0); void FixedUpdate() { rigidbody2D.MovePosition(rigidbody2D.position + speed * Time.deltaTime); } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): private speed as Vector2 = Vector2(3, 0) def FixedUpdate() as void: rigidbody2D.MovePosition((rigidbody2D.position + (speed * Time.deltaTime)))