Hullo, Been working on a new prototype, and I've been trying to add in a solid First Person object grabber like Half Life 2 (and probably other games) uses. For anyone who hasn't played Half Life 2, it's pretty simple: you can pick up objects in the world, which then are locked in front of your view. You can carry them around, but they're still part of the world in that they will hit the surrounding walls and such. If the object gets too far away from you, it's automatically dropped. Most of this is pretty darn easy, but I can't find a really good way of moving the object properly while having the world influence it (so it needs to be inside the physics system). SpringJoints are really...springy and kinda eratic. If I just use MoveRigidbody to move it directly in front of the camera every frame, it causes eighty billion problems. If I push it up against a wall it will fall through or push the character away (using a rigidbody FPS Walker). If it hits against any other object, it smacks them with a huge amount of force. Can't just use transform.position of course...running out of ideas. I don't want it to be floaty...I want it to basically lock in front of the player's vision, and not get pushed through walls. My entire idea is based off this, so I hope someone can come up with an idea...thanks for any help!