NPC Movement in Unity: Rigidbody or Transform?

joshua wiscaver
3 min readApr 4, 2024

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Automating non-playable character (NPC) movement is a common requirement in Unity. Whether creating a bustling city scene or a dynamic battlefield, using Rigidbody and Transform to control NPC movement can affect your game’s realism and performance.

Here, we will explore both options, highlighting their ideal use cases with sample code for basic movement.

Using Rigidbody for Physics-Based Movement

Rigidbody is preferable for NPCs interacting physically with the game world. This approach ensures that movement adheres to the laws of physics, making it suitable for NPCs that push objects, jump, or need to exhibit natural motion.

Advantages

  • Enables realistic physics interactions.
  • Facilitates natural-looking movements through forces and velocity.
  • Provides built-in collision detection for dynamic reactions.

Sample Code for Automated Rigidbody Movement

This example simulates an NPC that moves toward a target position automatically:

using UnityEngine;

public class NPCRigidbodyAutoMovement : MonoBehaviour
{
public Transform target;
public float speed = 5f;
private Rigidbody rb;

private void Start()
{
rb = GetComponent<Rigidbody>();
}

private void FixedUpdate()
{
Vector3 direction = (target.position - transform.position).normalized;
rb.MovePosition(transform.position + direction * speed * Time.fixedDeltaTime);
}
}

In this script, the NPC moves towards a target Transform, which could be another NPC, the player, or a specific point in the world.

Using Transform for Direct Movement

For NPCs that require precise, controlled movement without physics interactions, manipulating the Transform component is more efficient and straightforward.

Advantages

  • More performant, as it bypasses the physics engine.
  • Offers direct control over the NPC’s position and rotation.
  • Simplifies movement logic, ideal for flying NPCs or those following a specific path.

Sample Code for Automated Transform Movement

using UnityEngine;

public class NPCTransformAutoMovement : MonoBehaviour
{
public Transform target;
public float speed = 5f;

private void Update()
{
Vector3 direction = (target.position - transform.position).normalized;
transform.position += direction * speed * Time.deltaTime;
}
}

This script moves the NPC toward a designated target Transform directly, suitable for NPCs that don't interact with the game’s physics.

Implementation Tips

  • For Rigidbody movement, ensure you’re using FixedUpdate to maintain consistent physics simulation.
  • For Transform movement, Update is appropriate as it allows for smooth frame-rate-dependent motion.
  • Experiment with blending these approaches for different NPC types to achieve the best balance of performance and realism in your game.

Conclusion

The choice between using Rigidbody and Transform for NPC movement in Unity hinges on the desired level of physical interaction and performance considerations. Rigidbody-based movement is critical for NPCs that need to interact with their environment in a physically accurate manner. In contrast, Transform-based movement suits NPCs that require smooth, direct paths or less intensive computational demands.

When implementing these movement strategies, consider the specific needs of your game’s environment and the types of NPCs you are developing. Each method has its strengths, and understanding these can help you create a more immersive and responsive game world.

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