Version: 2017.3
public void MovePosition (Vector2 position);


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.

Because this feature allows a rigidbody to be moved rapidly to the specified 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.

Note: MovePosition is intended for use with kinematic rigidbodies.

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Vector2 velocity; public Rigidbody2D rb2D; void Start() { rb2D = GetComponent<Rigidbody2D>(); } void FixedUpdate() { rb2D.MovePosition(rb2D.position + velocity * Time.fixedDeltaTime); } }