This does not have anything to do with Unity anticipating or not anticipating your unique preference for how you'd like it to work. absence of a correct way to move an object due to user input is not a unique preference :)
@DMGregory, yes you are right. I just tried it and it roughly speaking has the same effect as setting the rigidBodyToMove.velocity does. So, even this does not work. I wish there would be a way to put my addendum into the unity physics computations somehow. :(
That is a bad idea I think. Because it looks like a technical debt putting all the physics features not into the physics engine, but in the entity which should be affected by the feature. Except character I have enemies, grass, etc. Should I add wind to all of these as well? I will have other physics features, should I put them all on my character as well? I think, no. :)
@DMGregory, I am not quite sure yet (still researching at experimenting), but I think I found a solution. This thread made me think that the Rigidbody.MovePosition method was created specifically for my use case. :)
@DMGregory, sounds like it is what I was looking for. I will try to check it out during the next 2 days and will let you know if it worked for me. Thank you.
@DMGregory, it seems that the linked questions is not what I am looking for. E.g. there is a wind which blows in characters back from right to left. And here a user which presses a button for a character to go from right to left. In your linked questions the character will move with the same speed all the time irrespectively of the wind presence, while I want the character to move faster when there is a wind and move as usual when there is no wind.
@Philipp, I want my character to run with a constant speed all the time, unless there is a wind, drag of surface changes or anything else physics related happens.
How do not move an object back when the animation played in Unity?
I have a character:
It is going to be divide into many pieces while I will play an animation. I created the animation using Unity:
After the animation played I am turning on all the rigidbody2d components by setting kinemat...