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Weird bounching with Rigidbodies (2D)

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So I have this very weird bug where when I walk into an enemy, the player and the object will be propelled away from each other very slowly. They only stop when they hit another object. When the player collides with the wall this doesn't happen, maybe because the wall is locked. Here is the movement code cur_speed = new Vector3(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"), 0.0f); transform.Translate(cur_speed * runSpeed * Time.deltaTime, Space.World); The player as well as the enemy rigidbody is locked on x,y,z rotation and z position

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