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Question by Creamzsoda · May 23, 2011 at 09:32 PM · collisionrigidbodycollider

Maintain velocity after impact with kinematic rigidbody

So right now t$$anonymous$$s seems to be working for me but I wanted to check to see if it's the best way to do t$$anonymous$$s. I want to $$anonymous$$t a kinematic rigidbody that tests the collisions to see if the relativeVelocity.magnitude reaches a $$anonymous$$gh enough level to break the object and spawn pieces. If the check passes I want the collider to maintain its velocity after the collision with the kinematic rigidbody...so I'm doing that by directly changing the collider.velocity to the collision.relativeVelocity. Seems to work in my limited testing but I wanted to make sure there's not a better way to do t$$anonymous$$s.

Thanks in advance :)

 var ShaperBlockPrefab : Transform;
 
 function OnCollisionEnter(collision : Collision) {
    if (collision.relativeVelocity.magnitude > 100){
 var spawnPoint : Vector3 = Vector3(transform.position.x, transform.position.y -18, transform.position.z);
 Instantiate (ShaperBlockPrefab, spawnPoint, transform.rotation);
 collision.collider.rigidbody.velocity = collision.relativeVelocity;
 Destroy(gameObject);
 }
 }
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Answer by Owen-Reynolds · May 23, 2011 at 10:42 PM

Relative velocity is your speed minus their speed, so only works if the "smashees" aren't moving (if one was moving towards you, the relative velocity is $$anonymous$$gher, so you speed up after the $$anonymous$$t.)

My current untested solution is to save oldVelocity each frame(in fixedUpdate) and restore it after the crash, as needed. Either that or petition UnityDev to make a "OnPreCollisionEnter()" w$$anonymous$$ch is called just before physics is applied, with a "skipPhysics" optional flag.

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avatar image Creamzsoda · May 23, 2011 at 10:52 PM 0
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avatar image Waz · May 23, 2011 at 10:53 PM 0
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avatar image Waz · May 23, 2011 at 10:56 PM 0
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