I am creating a player controller script with rigidbody using addforce for movement from moving, jumping and other.
When my player “drops down” at the start and the Rigidbody settles on the ground,
the transform.position (center of the capsule) ends up negative in Y — because the collider’s pivot is at the center.
I checked that and found out that:
"But visually, your mesh still looks like it’s at Y = 0.
So the problem isn’t that the player moved — it’s that Unity measures from the center, not the feet."
I want it to be accurate so that in my "Game Manager" i can send down items or missles at his exacts location. Or for debugging purposes, knowing the exact amount of force was done to the player itself.
So as a programmer, is it important for me to fix this or am i like over complicating things here for myself.