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Question by rookiemistakes · Jan 07, 2018 at 04:32 AM · collisionphysicsvrvector3velocity

(Steam VR / Vive) Rigidbody moving in only one direction after collision

Hello all,

Currently I have a project setup with SteamVR and VRTK plugin. I pickup an object (an axe) using VRTK which is snapped onto a joint, connecting to the Vive controller. I have a script attached to the axe that will record it's speed and velocity:

 public float speed = 0;
 Vector3 lastPosition = Vector3.zero;
 public Vector3 velocity = Vector3.zero;

 void Update()
 {
     speed = (((transform.position - lastPosition).magnitude) / Time.deltaTime);
     lastPosition = transform.position;
     velocity = (transform.position - Vector3.zero) / Time.deltaTime;
 }

Now, I have a Log object with a Rigidbody and colliders, it also has a script to handle collisions:

 void OnTriggerEnter(Collider collider)
 {
     if (!collider.gameObject.CompareTag("Blade"))
     {
         return;
     }

     Blade blade = collider.gameObject.GetComponentInParent<Blade>();

     if (blade.iObject.IsGrabbed() && blade.speed > 10.0f)
     {
         mRidgidBody.AddForce(blade. velocity * (blade.speed / 1));
     }
 }

I've tried assigning the velocity of mRidgidBody as well as AddForce in the code above, but it seems there is a problem with the tracking of the axe blade's velocity when the Log is hit, it always adds force in one direction.

Any suggestion would be appreciated.

EDIT: I was using Vector3.zero in the velocity, when I use lastPosition the Log doesn't react to the force applied.

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Answer by rookiemistakes · Jan 07, 2018 at 12:23 PM

I was able to obtain the proper velocity and magnitude using:

 VRTK_DeviceFinder.GetControllerVelocity(blade.controllerReference);

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