# How to move a scene TCastleScene with the ridigbody without AddForce

**URL:** https://forum.castle-engine.io/t/how-to-move-a-scene-tcastlescene-with-the-ridigbody-without-addforce/1298
**Category:** 2D
**Created:** [August 10, 2024, 6:42pm UTC](https://forum.castle-engine.io/t/how-to-move-a-scene-tcastlescene-with-the-ridigbody-without-addforce/1298 "2024-08-10T18:42:15Z")
**Posts on this page:** 1
**Showing post:** 11

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### Author: ![M.A.Kurvers](https://forum.castle-engine.io/letter_avatar_proxy/v4/letter/m/e9a140/32.png) [@M.A.Kurvers](https://forum.castle-engine.io/u/M.A.Kurvers)
#### Post date: [August 16, 2024, 10:44am UTC](https://forum.castle-engine.io/t/how-to-move-a-scene-tcastlescene-with-the-ridigbody-without-addforce/1298/11 "2024-08-16T10:44:06Z")

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The beam object now collides with the sides without using the OnCollisionEnter, but it still works very strangely. I now have two beam objects. One that works with a continuous AddForce and one that has an AddForce that only runs once.

I’ll try to make a video so you can see what happened and how I did it in Unity. With a physics material it works fine and everything continues at its own speed. I would like to show it on the Discord when you are ready. We can then immediately find something with questions and answers to get the same thing in CGE.

Here I have the project with changes again.  
[Overkant.zip](https://forum.castle-engine.io/uploads/short-url/9O2qcWM7PF9J9E1FIj6Y2ZIaAm7.zip) (52.5 MB)

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