I’m not sure about the player’s rigidbody being kinematic, because gravity, nor collision happens when it’s kinematic unless you do some custom code. I don’t see why interactable entities can’t be dynamic. And most entities that aren’t interactable should stay static.
Yes the player is definitely the problem, but I thought maybe I can set everything so that the glitching is limited. Only I have no idea which settings I should and shouldn’t adjust.
My collider with rigidbody is a child of the player that I move with script.
When I set the rigidbody to dynamic it is not moving when I move the player.
What I mean is that I think that a dynamic rigidbody is not effected by translateLocal of the script.
And with this.entity.applyForce(0, 0, -1 * dt) on a dynamic rigidbody also nothing happend.