# Problem with TRigidBody

**URL:** https://forum.castle-engine.io/t/problem-with-trigidbody/591
**Category:** Physics and Collisions
**Created:** [June 9, 2022, 9:11am UTC](https://forum.castle-engine.io/t/problem-with-trigidbody/591 "2022-06-09T09:11:22Z")
**Posts on this page:** 3
**Page:** 1

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### Author: ![Didi](https://forum.castle-engine.io/user_avatar/forum.castle-engine.io/didi/32/1908_2.png) [@Didi](https://forum.castle-engine.io/u/Didi)
#### Post date: [June 9, 2022, 9:11am UTC](https://forum.castle-engine.io/t/problem-with-trigidbody/591/1 "2022-06-09T09:11:22Z")

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Hi there,

I tried to replace **SceneAvatar.Gravity := true;** because it is deprecated.  
I have made one Rigidbody for the Level and one for the Avatar.  
If **AvatarBody.Dynamic:=false;** I can see no gravity!  
If **AvatarBody.Dynamic:=true;** it looks like gravity is OK, but I’m not able to move the Avatar.  
In the documentation I have found this:

> In this case you cannot  
> change the @link(TCastleTransform.Translation) and other  
> transformation properties of the related TCastleTransform  
> after assigning @link(TCastleTransform.RigidBody).  
> They are under the control of the physics engine.  
> You can still reliably read them.

Is there an other or better way to do? The old simple physics work good for me.  
Or do I something wrong?

Thanks in advance  
Didi

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### Author: ![michalis](https://forum.castle-engine.io/user_avatar/forum.castle-engine.io/michalis/32/3_2.png) [@michalis](https://forum.castle-engine.io/u/michalis)
#### Post date: [June 9, 2022, 11:44am UTC](https://forum.castle-engine.io/t/problem-with-trigidbody/591/2 "2022-06-09T11:44:47Z")

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There’s a lot of update to it in the “physics” branch [GitHub - castle-engine/castle-engine at physics](https://github.com/castle-engine/castle-engine/tree/physics) . We should merge it (PR should be next week) – moving around using physics in third\_person\_navigation really works there.

In the meantime, with CGE `master`, I would say that you can stay using old physics. In this case, although `SceneAvatar.Gravity` is deprecated, we don’t (yet) have a perfect replacement for it (in CGE master). We try to avoid that (in general if something is deprecated, we _have_ a better replacement for it), but in this case we don’t (yet) 🙂

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### Author: ![michalis](https://forum.castle-engine.io/user_avatar/forum.castle-engine.io/michalis/32/3_2.png) [@michalis](https://forum.castle-engine.io/u/michalis)
#### Post date: [June 10, 2022, 3:50pm UTC](https://forum.castle-engine.io/t/problem-with-trigidbody/591/3 "2022-06-10T15:50:05Z")

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![unknown](https://forum.castle-engine.io/uploads/default/original/1X/7005b1b59fc6f7a3a72600674d00c20d3f8c077c.jpeg)

Here’s a screenshot of it working, with physics, on new physics branch 🙂 To be merged to master soon, watch out for news!
