Basically, I have a ship, like a boat, with a steering wheel and a lever that allow the ship to be driven. When using the Move To Target Value in the rotational drive facade, both of these interactions work properly, and steer the ship via applying torque and force to a rigidbody outside of the ships hierarchy, the translate values of which are then copied onto the ship itself via custom script. However, as soon as the ship begins to move, the interactables fail in a consistent way. The lever snaps to it's maximum values, and then vibrates if interacted with further. The wheel spins seemingly of it's own accord. The same setup will properly control a separate ship, IE if the controls aren't moving, everything works properly. I have tried several things to rectify this issue - I have tried altering the collision detection of the Primary_Grab interactable in the prefab for the rotational driver, I have tried removing the controls from the hierarchy and keeping them attached to the ship via both the "ObjectFollow" prefab, as well as a parent constraint. Both had the same results as when the controls were in the hierarchy. I don't believe this is a parent/child issue, I think that the rigidbodies on the interactables fail to act properly once they are in motion. I cannot find a workaround for this, and it is integral to the game that I am hoping to make. I have also experienced this issue when using a lever on an elevator, though to a less severe degree. Is there a way to set up a scene where the controls are bound to a moving platform, but still are usable by the player in the normal fashion? Thanks!