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transform.position = Vector3.MoveTowards(transform.position, target.transform.position, speed * Time.deltaTime); You do know that if the target's position is on the ground, then your object's position will also try to match the objects's Y position. You can try to make an object and check all the constraints, and it will still work if you give it a ...


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Using the same metaphor of building and rocket and assuming that as the Rocket is flying through the air doing its stuff then it will already be a dynamic, simulated object with a rigidbody, a possible quick way to do this would be to have a collider with isTrigger = true on the building. When OnTriggerEnter() fires, you can then add a rigidbody and any ...


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One major advantage is that many collision detection operations are more efficient when performed at the origin. A classic example is box vs sphere. When done in a box's local space the tests are very simple axis aligned distance point-plane tests instead of the more costly non-axis aligned planes. Furthermore objects moving through space may not actually ...



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