Unity Rigidbody Interpolation Not Working

1 wins by FAR. Support My Work on Patreon Unity Rigidbody 2D How To. There's many ways to move objects in Unity and this guide explains how and when each option is best used. I've read that this is not the best method for physics reasons, but I've had massive problems moving objects around with the other techniques. Detecting Objects inside a region. In your case it will mess with the collisions (what you see there most probably is the physics engine finding the rigidbody collider inside another collider in the next physics step and moving it the shortest distance to the edge of the collider it is in, which in case of. MovePosition does not interpolate the rigidbody to the position, it teleports it. Neither of the colliders have the isTrigger selected. • Work with GameObjects, Materials, Textures, Lights, Cameras, Colliders, RigidBody physics, audio, UI components and Prefabs. This function is meant to delay the traveling time my projectile travels after shot from the gun. The result shows that this patchiness is spatially correlated and not purely random. Having linear interpolation on your toolbelt and being confident in its application can be invaluable in game programming, but I've noticed that there can be a few pitfalls to be aware of as. For example, say I have a script that makes my character move forward. Input Class #2 Find GameObjects from the Hierarchy in a Script #3 LookAt Method #4 Create and Destroy GameObjects in Unity at Runtime #5 OnTriggerStay Method. This can lead to jittery looking objects, because physics and graphics are not completely in sync. • Write C# scripts to perform simple tasks (e. C# 6 string interpolation is not a templating engine, and it's not the new String. 0b9 , unity 2017. #4 Place Prefab in a Random. Scripts, models, textures, sounds …it's understandable why developers are so keen to use the Asset Store. Sounds like you're doing 2/3 properly, just check the input. , rotational motion which has no translational component). Skybox #3 Types of Colliders. Monday, August 3, 2015. This function is meant to delay the traveling time my projectile travels after shot from the gun. Confidently navigate the Unity user interface. Two, you may be polling input on FixedUpdate. The rotation should be smooth because of the interpolation, however it is choppy. Interaction with RigidBody. Physics is running at discrete timesteps, while graphics is renderered at variable frame rates. This should be used if you want to continuously rotate a rigidbody in each FixedUpdate. Interpolation is used to estimate the position of the Rigidbody between physics updates. Physics engine update defaults to ~50 fps while your game may run faster than that, causing stuttering. A Rigidbody2D component places a GameObject under the control of the 2D physics engine. Unity Engine Tutorials and Solutions. So, for example, your level geometry is a concave meshcollider and you decide to make your character a concave meshcollider then your character will fall through the terrain, because there is no collision happening. Author Topic: NGUI Interactions not working with new Unity 2D Colliders (Read 9136 times) then manually changing the rigidbody to rigidbody2d and the collider to collider2d on all of the panels and widgets. MovePosition results in a smooth transition between the two positions in any intermediate frames rendered. For some reason your suggested change could not be submitted. Use Rigidbody. NGUI Interactions not working with new Unity 2D Colliders then manually changing the rigidbody to rigidbody2d and the collider to collider2d on all of the panels. Master game physics using Unity 5 w/ 2. We are looking for a Unity C# Developer and Node. Pengalo 3 0 on August 31, 2016. position instead, if you want to teleport a rigidbody from one position to another, with no intermediate positions being rendered. MoveRotation in Unity. Scripts, models, textures, sounds …it’s understandable why developers are so keen to use the Asset Store. Please try again later. I just set the timescale way down to capture this. So far, it's been working out great, at least with horizontal movement. A Rigidbody (Unity refers to most two-word phrases as a single word term) is a component which tells Unity to apply its physics engine to an object. MovePosition to move a Rigidbody, complying with the Rigidbody's interpolation setting. In this course, you'll master game physics by tinkering with and developing a full game in Unity 5. #4 Place Prefab in a Random Position #5 Create the user interface with Canvas. In this video we will summarize the Rigidbody2D component and its properties. Maybe the component that give Unity3D developers the most number of headaches is the Rigidbody. Please try again in a few minutes. Master game physics using Unity 5 w/ 2. position instead, if you want to teleport a rigidbody from one position to another, with no intermediate positions being rendered. You can change this code to suit your needs, depending on how you want things to work in your game world, using rigidbody forces, lerps, tweens, or best of all:. For instance, Unity knows to run the Update() function once every frame, because it is called Update(). For example, say I have a script that makes my character move forward. However if you just move or make a collider on an object without a rigidbody, or whose rigidbody is not awake then your collisions will be ignored. Any thoughts? EDIT: Added this to show implementation of rigidbody. However, using is too often can be the undoing of many. interpolation should be also working. Interpolation is used to estimate the position of the Rigidbody between physics updates. His work on planar tracking was nominated for an Scientific & Technical (SciTech) Academy Award. Detecting objects in Unity. Is the game object “asteroid” considered an instance once instantiated? Because if it’s still considered as a prefab, then the addforce might be added directly to that stored prefab which is not in the hierarchy, which would not work. Submission failed. Basically, for a racing game, I am setting a custom rotation each fixed update so that the car aligns with the ground. Set Rigidbody. Best practice is to poll input on Update(), Move Physics objects on FixedUpdate(), and Update your camera on LateUpdate(). Skybox #3 Types of Colliders. 3f1 and 2018. 3) Enter play mode. Is there a reason for this? I am Rotating it with transform. A Rigidbody2D component places a GameObject under the control of the 2D physics engine. #4 Place Prefab in a Random Position #5 Create the user interface with Canvas. " If you move your hands fast enough it never actually touches objects in the transition; it is not a rigidbody force or sweeping movement. MoveRotation in Unity. ) falling though your floor. • Work with GameObjects, Materials, Textures, Lights, Cameras, Colliders, RigidBody physics, audio, UI components and Prefabs. I don't get any errors, but whenever I press space, nothing happens. It is on another layer but, I have checked the layer collision matrix and all of the boxes are checked so I'm not sure why the collision isn't happening. Set Rigidbody. WARNING: Unity has announced they are working on a new multiplayer framework and deprecating UNet on Unity 2018. Skybox #3 Types of Colliders. #6 OnTriggerEnter and OnTriggerExit Methods. Detecting objects in Unity #7 AddForce Method in Unity. Sometimes it doesn’t seem to not work the way it’s supposed to, although these problems are mostly caused by wrong parameter values and settings. Interaction with RigidBody. A User Showcase of the Unity Game Engine. This would lead to the player getting stuck inside the floor when landing a from a high jump. The rotation should be smooth because of the interpolation, however it is choppy. The multilevel scattered approximation was implemented first in [] and then studied by a number of other researchers [9,10,11,12,13]. Disabling collision detections is useful when you have a ragdoll which is setup to be kinematic and you want to avoid heavy collision detection calculations on that rigidbody. By default interpolation is turned off. when this script was added to a Non-UI GameObject, it does not work. c') and 3 associated header files ('. Unity Rotate Object With Touch. c # - about setting of button of unity 2d game "beginner" c # - i want to play bgm when i press the [unity] button; c # - (unity) erase the same image button; c # - i want to set the value of unity slider to 0 when the button is pressed; c # - inputfield will not work if the ongui button is pressed first. MovePosition does not interpolate the rigidbody to the position, it teleports it. #6 OnTriggerEnter and OnTriggerExit Methods. Support My Work on Patreon Unity Rigidbody 2D How To. Why is this happening? Is it the version of Unity I'm using (5. 2) Open scene 'TestScene. Will turning off autoSync cause any sort of unexpected behaviour with rigidbody interpolation? (does interpolation rely on changing the transform's position internally and not the rigidbody's?) Basically, with all this, I am trying to figure out if I really need more than one single sync per fixedUpdate. They will be awoken by another rigidbody colliding with them, presuming that body isn't asleep. In the multilevel algorithm, the residual can be formed on the coarsest level first and then be approximated on the later finer level by the compactly supported radial basis functions with gradually smaller support. c # - about setting of button of unity 2d game "beginner" c # - i want to play bgm when i press the [unity] button; c # - (unity) erase the same image button; c # - i want to set the value of unity slider to 0 when the button is pressed; c # - inputfield will not work if the ongui button is pressed first. Two, you may be polling input on FixedUpdate. For example, say I have a script that makes my character move forward. 0b9 , unity 2017. • Work with GameObjects, Materials, Textures, Lights, Cameras, Colliders, RigidBody physics, audio, UI components and Prefabs. MovePosition. Hello! In my game, I'm trying to get my player to jump, and in past games it's worked, but for some reason now it just won't do anything. I prefer the new input handlers , but as far as I know it only works on new UI. When Unity launched UNET it was with their usual: "It just works" slogan, but judging from what users are saying it seems like it's actually the: "It works, but it's not remotely good enough, I have to look for alternatives", which is the case for a lot of the included systems in Unity these days. In the multilevel algorithm, the residual can be formed on the coarsest level first and then be approximated on the later finer level by the compactly supported radial basis functions with gradually smaller support. NOTE: Make sure that you name your functions the same thing that I do. The result shows that this patchiness is spatially correlated and not purely random. If Rigidbody interpolation is enabled on the Rigidbody, calling Rigidbody. Rigidbody interpolation mode. MovePosition documenttion: Use Rigidbody. Compare: Airbnb Ue4 interpolation. Interaction with RigidBody. RigidBody Class; Labyrinth Game in Unity #1 Starting the project #2 Import assets, 3D models and textures. Skybox #3 Types of Colliders. The Rigidbody component is doing the movement interpolation for us. Upon further testing, it is not fixed for a UWP build. This can lead to jittery looking objects, because physics and graphics are not completely in sync. A Rigidbody (Unity refers to most two-word phrases as a single word term) is a component which tells Unity to apply its physics engine to an object. c # - about setting of button of unity 2d game "beginner" c # - i want to play bgm when i press the [unity] button; c # - (unity) erase the same image button; c # - i want to set the value of unity slider to 0 when the button is pressed; c # - inputfield will not work if the ongui button is pressed first. Labyrinth Game in Unity #1 Starting the project #2 Import assets, 3D models and textures. concave meshcollider work for most collisions, however, it does not work if it needs to collide with another concave meshcollider. Having linear interpolation on your toolbelt and being confident in its application can be invaluable in game programming, but I’ve noticed that there can be a few pitfalls to be aware of as. MovePosition (non-kinematic) to move the car. MoveRotation() is applied to it. interpolation should be also working. #4 Create and Destroy GameObjects in Unity at Runtime #5 OnTriggerStay Method. In your case it will mess with the collisions (what you see there most probably is the physics engine finding the rigidbody collider inside another collider in the next physics step and moving it the shortest distance to the edge of the collider it is in, which in case of. Set Rigidbody. The issue may lie there, because you are not setting the rotation explicitly. In the multilevel algorithm, the residual can be formed on the coarsest level first and then be approximated on the later finer level by the compactly supported radial basis functions with gradually smaller support. • Design and create a simple arcade game, physics simulation or virtual environment. At least one of the GameObjects involved needs to have a Rigid Body (check if at leat one of them have a RigidBody attached. Master game physics using Unity 5 w/ 2. See Also: Rigidbody. Edit: nevermind, I read the documentation wrong. If you have any solutions to this problem please let me. Interpolation is used to estimate the position of the Rigidbody between physics updates. To improve performance Unity will put rigidbodies to sleep when they stop moving. 1 unless the object still passes through other colliders. MovePosition to move a Rigidbody, complying with the Rigidbody's interpolation setting. The effect is that the rigidbody moves in a jittery fashion, whereas any other rigid bodies that it interacts with all move smoothly. More Information. Rigidbody Interpolation doesn't work in my game 2 Answers My rigidbody stutters when instantiated and force is first applied to it? 0 Answers Why did Unity break Rigidbody Interpolation on 5. When the framerate is high and constant it works properly, but when the framerate starts dropping or being more inconsistent it does not work properly anymore. Physics is running at discrete timesteps, while graphics is renderered at variable frame rates. I'm working on a driving game, and I've been using RigidBody. Ask Question But this isnt working when I use rb. For any other rigidbodies it is recommended not to use interpolation. It is on another layer but, I have checked the layer collision matrix and all of the boxes are checked so I'm not sure why the collision isn't happening. Hello! In my game, I'm trying to get my player to jump, and in past games it's worked, but for some reason now it just won't do anything. This function is meant to delay the traveling time my projectile travels after shot from the gun. Master game physics using Unity 5 w/ 2. If you're working independently on your game, chances are you may not have experience in all areas of game development. You can save a lot of performance by not having to add a rigidbody and not processing overlaps through magic Monobehaviour methods. Rigidbody 2D interpolation. Common messages and solutions follow. We can enable rigidbody interpolation to. It is a self-contained application that will apply a rigid-body transformation to an image (rotation and translation). You can find the vacancies here!. Why is this happening? Is it the version of Unity I'm using (5. interpolation. I should not work on this anymore since it will be deprecated. However, using is too often can be the undoing of many. - Don't use interpolation on everything; it's very costly - Consider using Physics. Edit: nevermind, I read the documentation wrong. Use "percentage" of due-date, rather than number of days, so that 3 days overdue is severe if the review cooldown was 1 day, but not severe if it was 6 months. as long as the Rigidbody is not. I used cloth in the past and I have to agree with GABRIEL PETTERSSON that it is really a nightmare to get it to work, and when it does the results are not really worth it. Skybox #3 Types of Colliders. What the heck is happening?. Unity is currently working on providing access to more and more engine systems from the ECS in the future. Interaction with RigidBody. In this video we will summarize the Rigidbody2D component and its properties. velocity = (new Vector2 (0. WARNING: Unity has announced they are working on a new multiplayer framework and deprecating UNet on Unity 2018. " If you move your hands fast enough it never actually touches objects in the transition; it is not a rigidbody force or sweeping movement. - There is a rotating shape in the scene, it has interpolation enabled and Rigidbody. I am talking about Unity 4. Input Class #2 Find GameObjects from the Hierarchy in a Script #3 LookAt Method; Labyrinth Game in Unity #1 Starting the project #2 Import assets, 3D models and textures. The gifs bellow are recorded directly from Unity, and the only difference is the interpolation mode. It is on another layer but, I have checked the layer collision matrix and all of the boxes are checked so I'm not sure why the collision isn't happening. One of the neat features in the new C# 6 is string interpolation, which is a concise way to inject values into a format string, using curly-brace-enclosed. position instead, if you want to teleport a rigidbody from one position to another, with no intermediate positions being rendered. Pengalo 3 0 on August 31, 2016. Since the script is moving the character not the animation then I would want Root Motion set to false. If i compare the interpolation results between unity versions 2017. You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. #4 Create and Destroy GameObjects in Unity at Runtime #5 OnTriggerStay Method. but I do not know if that's the case. You can also use higher level sequence generator functions to quickly build a reusable component. You can save a lot of performance by not having to add a rigidbody and not processing overlaps through magic Monobehaviour methods. (Codebase and unity settings. Once all scripts are free of errors, Unity can compile the scripts and you can enter play mode. We also give a new algorithm that reduces the sparse interpolation in Chebyshev basis to that in power basis, thus making the many techniques for the sparse interpolation in power basis, for instance, supersparse (lacunary) interpolation over large finite fields, available to interpolation in Chebyshev basis. An interpolation method (ordinary kriging) was used to produce a map with patches showing high, medium and low prevalent areas in the AMD and the risk of developing the disease. %Q2DPglobal; ] >. MovePosition to move a Rigidbody, complying with the Rigidbody’s interpolation setting. In this tutorial we will create a small online multiplayer game using Photon Unity Networking (PUN). Interaction with RigidBody. One of the neat features in the new C# 6 is string interpolation, which is a concise way to inject values into a format string, using curly-brace-enclosed. MovePosition does not interpolate the rigidbody to the position, it teleports it. I have a simple object with Rigidbody2D on it, the rigidbody has settings like on the picture below. I got the API not supported message, but before i could think about i had to suddenly deal with a dog stuck on my neighbours roof. , rotational motion which has no translational component). MovePosition documenttion: Use Rigidbody. In your case it will mess with the collisions (what you see there most probably is the physics engine finding the rigidbody collider inside another collider in the next physics step and moving it the shortest distance to the edge of the collider it is in, which in case of. rotation instead, if you want to teleport a rigidbody. Edit: nevermind, I read the documentation wrong. MovePosition to move a Rigidbody, complying with the Rigidbody's interpolation setting. 2) Open scene 'TestScene. Finally, be aware that MovePosition only interpolates movement if the interpolation property is set to true, and by default, interpolation is false except for character controllers. #6 Programming the User Interface in Unity #7 Programming the countdown Timer in C# #8 Create Mountains with Unity. The Rigidbody component is doing the movement interpolation for us. The "Apply Root Motion" boolean determines if Unity will use the movement in the animation or a script. • Work with GameObjects, Materials, Textures, Lights, Cameras, Colliders, RigidBody physics, audio, UI components and Prefabs. I though maybe the terrain collider was just being weird, so I tried it on a box, still nope. Upon further testing, it is not fixed for a UWP build. Interaction with RigidBody. We also give a new algorithm that reduces the sparse interpolation in Chebyshev basis to that in power basis, thus making the many techniques for the sparse interpolation in power basis, for instance, supersparse (lacunary) interpolation over large finite fields, available to interpolation in Chebyshev basis. Since the script is moving the character not the animation then I would want Root Motion set to false. Common messages and solutions follow. Confidently navigate the Unity user interface. The issue may lie there, because you are not setting the rotation explicitly. Use Rigidbody. MovePosition. MovePosition documenttion: Use Rigidbody. Skybox #3 Types of Colliders. This is a rigidbody based first person controller. When you're writing code, you have to. Please try again later. Addforce not working? Updated on September 1, 2016 in [A] Unity Scripting. MoveRotation in Unity. It will make the physics go haywire. Dan's work has been recognised in several publications and blogs, including 3D World, Digital Arts, and fxguide. Physics is running at discrete timesteps, while graphics is renderered at variable frame rates. Upon further testing, it is not fixed for a UWP build. Udemy: Complete C# Unity 2D & 3D Game Development M Description RequirementsBe able to write basic code or algorithm Should know about C# and programming concepts like functions, loops, etc. In your case it will mess with the collisions (what you see there most probably is the physics engine finding the rigidbody collider inside another collider in the next physics step and moving it the shortest distance to the edge of the collider it is in, which in case of. Users have to use a 3d modeling application to change the pivot of their models and re-import them into Unity. 6 - it worked so perfectly up until then? 0 Answers. , rotational motion which has no translational component). Rigidbody with Interpolate mode set to interpolate makes a small hiccups while rotating We have some sort of interpolation issue with Unity that has come up in. Problem when trying to use rb. So, for example, your level geometry is a concave meshcollider and you decide to make your character a concave meshcollider then your character will fall through the terrain, because there is no collision happening. x here but from his post it seems 5 is largely the same. With this comes properties such as mass, gravity, drag, and also the ability to apply forces to the object, either when the player commands it or simply when it collides with another object. Interaction with RigidBody. Collision detection not working unity. The official documentation says that MovePosition SHOULD respect the rigidbody interpolation settings, and the teleportation effect only happens when it is kinematic. Please check with the Issue Tracker at issuetracker. : Because AddForce() ADD a force to the sum of forces applied to your rigidbody, and then each force applied will diminish with time (except if you have no gravity and even ther i'm not sure) and if used in Update() it will add every frame the amount of force you want but frames are NEVER evenly timespaced so sum of forces will have different. #4 Place Prefab in a Random Position #5 Create the user interface with Canvas. I also tried to check name on collision, nope. c') and 3 associated header files ('. Use Rigidbody. MovePosition documenttion: Use Rigidbody. Skybox #3 Types of Colliders. Input Class #2 Find GameObjects from the Hierarchy in a Script #3 LookAt Method; Labyrinth Game in Unity #1 Starting the project #2 Import assets, 3D models and textures. ) falling though your floor. swf file on the server, because when I download the file from your server it is not working locally either. Use Rigidbody. loopyllama, thank you! I will try to add your changes and do not remove 3D colliders. In this course, you'll master game physics by tinkering with and developing a full game in Unity 5. A User Showcase of the Unity Game Engine. I did some further tests, sadly there are no errors on the console. Basically, the characters are being controlled by a Nav Mesh Agent, which means no rigidbody movement. Udemy: Complete C# Unity 2D & 3D Game Development M Description RequirementsBe able to write basic code or algorithm Should know about C# and programming concepts like functions, loops, etc. Armed with a mastery of how different forces work, you'll be able to program liquids to splash realistically, animate collisions between game objects, and much more. js/Back-end Developer to join our team. Since the script is moving the character not the animation then I would want Root Motion set to false. #6 OnTriggerEnter and OnTriggerExit Methods. 3) Enter play mode. At least one of the GameObjects involved needs to have a Rigid Body (check if at leat one of them have a RigidBody attached. It will make the physics go haywire. According to what I found while searching for a solution Unity only does interpolation for the NetworkTransform if you're syncing using a rigidbody, which I can't do when using a NavMeshAgent. If the script is not being used then comment out the sections where the errors appear. Set Rigidbody. If you're working independently on your game, chances are you may not have experience in all areas of game development. No Jitter 2D Collision Movement with RigidBody2D | Unity 5 Tutorial for Beginners When you let the RigidBody do RigidBody things lol. Rigidbody 2D interpolation. For example, this SplinePath component will move a GameObject smoothly along a path using Catmull-Rom to make sure the GameObject passes through each control point. For some reason your suggested change could not be submitted. The official documentation says that MovePosition SHOULD respect the rigidbody interpolation settings, and the teleportation effect only happens when it is kinematic. #4 Place Prefab in a Random Position #5 Create the user interface with Canvas. In order to use the ECS, you first need to download the special Unity 2018. The issue may lie there, because you are not setting the rotation explicitly. Skybox #3 Types of Colliders. One, you may need to enable interpolation on your rigidbody. MovePosition (non-kinematic) to move the car. If you use a rigidbody and physics, don't manually translate or rotate the gameObject. The first falls due to the fact that it has a Rigidbody component influenced by method will not work when you call we see that we do not add a constant force. But first, let me quickly introduce Unity and PlayCanvas to the uninitiated. concave meshcollider work for most collisions, however, it does not work if it needs to collide with another concave meshcollider. Sometimes it doesn't seem to not work the way it's supposed to, although these problems are mostly caused by wrong parameter values and settings. Labyrinth Game in Unity #1 Starting the project #2 Import assets, 3D models and textures. Addforce not working? Updated on September 1, 2016 in [A] Unity Scripting. MovePosition to move a Rigidbody, complying with the Rigidbody's interpolation setting. The game I'm working on has a camera that follows the player at an offset based on the player's velocity. Position not being lerped or interpolated. 3f1 and 2018. You may wish to refer back to your team's work on prior assignments when doing this one, and may reuse code from them if you wish. A User Showcase of the Unity Game Engine. I have a normal box collider on it, not a trigger, and a default rigidbody. The gifs bellow are recorded directly from Unity, and the only difference is the interpolation mode. Component could be found. Basically, for a racing game, I am setting a custom rotation each fixed update so that the car aligns with the ground. Set Rigidbody. Armed with a mastery of how different forces work, you'll be able to program liquids to splash realistically, animate collisions between game objects, and much more. Interpolation of RigidBody2D is not working if simulation is not enabled from the beginning. I want to add torque to a Rigidbody that has a complex shape (different that simply a box primitive, or a Rigidbody that has its center of gravity perfectly aligned along one of the body's local x,y,z axis. If you’re working independently on your game, chances are you may not have experience in all areas of game development. So, for example, your level geometry is a concave meshcollider and you decide to make your character a concave meshcollider then your character will fall through the terrain, because there is no collision happening. This function is meant to delay the traveling time my projectile travels after shot from the gun. MovePosition to move a Rigidbody, complying with the Rigidbody's interpolation setting. This means "teleport to this new location. they work in combination, they don't share data, Transform synch position, and rigidbody thinks velocity. I've read that this is not the best method for physics reasons, but I've had massive problems moving objects around with the other techniques. Will turning off autoSync cause any sort of unexpected behaviour with rigidbody interpolation? (does interpolation rely on changing the transform's position internally and not the rigidbody's?) Basically, with all this, I am trying to figure out if I really need more than one single sync per fixedUpdate. Sometimes it doesn’t seem to not work the way it’s supposed to, although these problems are mostly caused by wrong parameter values and settings. In the multilevel algorithm, the residual can be formed on the coarsest level first and then be approximated on the later finer level by the compactly supported radial basis functions with gradually smaller support. You can find the vacancies here!. 1), or what?. The "Apply Root Motion" boolean determines if Unity will use the movement in the animation or a script. For the main characters or vehicles that are followed by the camera it is recommended to use interpolation. The issue may lie there, because you are not setting the rotation explicitly. Prior to VFX, Dan was a member of the Sigmedia Research group in Trinity College Dublin and received his PhD in image processing in 2008. 1 wins by FAR. Interaction with RigidBody. c # - about setting of button of unity 2d game "beginner" c # - i want to play bgm when i press the [unity] button; c # - (unity) erase the same image button; c # - i want to set the value of unity slider to 0 when the button is pressed; c # - inputfield will not work if the ongui button is pressed first. Errors when you create a rigid body Error: Attempting to create a rigid body from the shape or hierarchy 'object' which already contains a rigid body.