Tier 2
Series 104
104A: The Rigid Body
"A Rigidbody makes an object fall. But if you move it via Transform.Translate, you break the simulation. An Engineer audits code to ensure physics objects are moved via Physics Forces, not Teleportation."
The Concept: Kinematic vs. Dynamic
Two ways to exist in the physics world:
* **Dynamic:** Controlled by gravity and collisions (Crates, Debris).
* **Kinematic:** Controlled by code, but affects others (Moving Platforms, Elevators).
* **Rule:** Never `Translate` a Dynamic body.
* **Dynamic:** Controlled by gravity and collisions (Crates, Debris).
* **Kinematic:** Controlled by code, but affects others (Moving Platforms, Elevators).
* **Rule:** Never `Translate` a Dynamic body.
Red Flag Detected
The AI Trap: "The Teleporter"
You ask the AI: "Move the player forward."
// AI-Generated Code: Physics Break
void Update() {
// Audit Fail: "Teleporting" a physics object ignores collisions.
// The object will pass through walls.
transform.position += Vector3.forward * speed;
}
This is "Transform Tunneling." Moving a Rigidbody via Transform ignores the physics engine, causing it to fall through floors.
Elite Telemetry
Research shows "Elite" teams achieve 15% faster lead times by keeping AI on a "very tight leash."
- Small Batches Solving one problem at a time prevents logic drift.
- Modular Design Localizing the "blast radius" of AI changes.
- Tight Loops Rapid iteration with constant code review.
The Engineer's Correction
Corrective Protocol
// Corrected: Physics Aware
void FixedUpdate() {
rb.velocity = Vector3.forward * speed;
}
Your Pilot Command
> Direct the AI to use AudioMixer groups to manage volume and effects globally.