So far I've been moving all of my monsters towards the middle of my level using transform.Position movement every tick.
I want to change this so that the monsters are moved by Physics, as I would like monsters to push each other out of the way and collide in the scene with objects, each other, structures and the player.
In a GameObject workflow I would simply add a Collider and a Rigidbody and then go into the Rigidbody and specify that I want the body to not rotate in the X, Y and Z axis as well as not moving in the Y axis. What this should do is provide me with a GameObject that can move along the X and Z axis using physics and with the constraints that it cannot rotate nor move in the Y direction.
However, when I convert my monsters with a Capsule Collider and Rigidbody, setup as mentioned above, it doesn't quite work as expected. The monsters do become rigidbodies but they simply fall over immediately when the world spawns in. They are not trying to move towards the center either. So I clearly did something wrong here and I would like help to course correct. See code and images below 🙂