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rigidbody bounces out of collision zone thus killing OnCollisionStay method
I'm trying to set up an OnCollisionStay method that will help me initialize a push/drag state between a player game object with a rigidbody and a regular cube object(standard 1x1x1 scale and 1x1x1 box colider). Problem is it seems that every time a collision happens the player is bounced out of the collision zone and the OnCollisionStay method doesn't keep firing. I want it to keep firing so I can turn on and off the push/drag states. What am I doing wrong? or is there a better way of doing this?
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