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Question by psycketom · Oct 31, 2012 at 09:30 PM · movementrigidbodyvelocityforce

Bug, while checking if rigidbody is moving

I have a Camera, that has a controller attached, that controls my game objects, that can be shot.

 if (isFired)
 {
     if (target.rigidbody.velocity != inPlaceVector)
     {
         isFired = true;
     }
     else
     {
         isFired = false;
     }
 }

FYI:
`inPlaceVector = new Vector3(0, 0, 0);`

I shoot the object with:

 Vector3 forceDirection = mainCamera.transform.forward;
         
 forceDirection = new Vector3( forceDirection.x, 0, forceDirection.z );
         
 target.rigidbody.AddForce( forceDirection.normalized * currentPower * initialPower);
         
 isFired = true;

Both of these script snippets are excerpts from multiple parts of `Update()`, but I think the problem relies in here due to `Vector3 ==` doing only approximate comparison.

The problem is that if I try to shoot the puck right after I've already shot it (what I think happens from the loose comparison, when the `velocity` vector is really close to `inPlaceVector`), I trigger yet another Shoot event, that messes up the actual shot.

I have tried with `target.rigidbody.velocity.magnitude > 0` and also `target.rigidbody.isSleeping()` to no avail. While each of the checks end up in a different behavior for collisions, the bug remains, if I manage to squeeze a shooting attempt between the loose comparison, I trigger yet another shot.

How do I overcome this?

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