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Question by AminSB00 · Dec 09, 2016 at 09:50 PM · androidaddforceoncollisionenteragent

GameObject get launched underneath the terrain when using AddForce

According to my script the car should be launched into the air and when it lands back on the ground it should resume its original track of the navmesh. Sometimes when another gameobject collides with this gameobject(car) the car gets launched into "the ground"( below the terrain (y = -223.32 to be exact) and then appears again and follows its orignal track of the navmesh.

It is also worth noting this only happens on devices with a high fps like a pc or high-end android devices. On my phone (lower fps) everything works perfectly.

 Rigidbody rb;
     NavMeshAgent agent;
 
 void OnCollisionEnter (Collision other) 
     {
         if(other.gameObject.CompareTag("Wrecking Ball") && time >= 1.0f)
         {
             time = 0;
             InvokeRepeating ("Timer", 1.0f, 0.5f);
             //pause navmesh oncollision
             agent.updatePosition = false;
             agent.Stop ();
             //effect of collision
             health = health - damage;
             rb.AddForce (new Vector3 (0, 15, 0), ForceMode.Impulse);
             transform.Rotate (35, 0, 0);
             //resume after 2 seconds
             InvokeRepeating("Resume",2.5f,0.1f);
                 }
     void Resume()
     {
         //resume original track of car
         if (gameObject.transform.position.y <= 0.501 && health != 0)
         {
             agent.Warp (transform.position);
             //if using infinite scene another script is called for setting the correct track of the car
             if (SceneManager.GetActiveScene().name == "Infinite") 
             {
                 InfiniteAgent infiniteAgent = gameObject.GetComponent<InfiniteAgent> ();
                 infiniteAgent.destPoint -= 1;
             }
             else 
             {
                 AgentScript agentScript = gameObject.GetComponent<AgentScript> ();
                 agentScript.destPoint -= 1;
             }
             agent.Resume ();
             agent.updatePosition = true;
             CancelInvoke ();
         }
     }
     void Timer()
     {
         //so the wrecking ball isn't destroying the car right away
         time += 1;
     }

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