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Question by SuperProgrammer · Feb 04, 2014 at 02:00 PM · c#positionfixedupdatesynconcollisionstay

OnCollisionStay & FixedUpdate

I think i have a sync problem with OnCollisionStay & FixedUpdate.

I need local contact points. I am using transform.InverseTransformPoint

When i use this script on 4 moving rigid, 3 of them works successfully. But one of them calculating old (one frame ago) contact points with new position (center of transform changed so locals are wrong).

How can i solve this problem?

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avatar image TimBorquez · Feb 04, 2014 at 03:51 PM 0
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why not use normal Update()

avatar image SuperProgrammer · Feb 05, 2014 at 09:31 AM 0
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problem not about Update or FixedUpdate. OnCollisionStay generates this problem. transform.InverseTransformPoint in OnCollisionStay function.

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Answer by SuperProgrammer · Feb 08, 2014 at 09:26 AM

Problem solved. Store last position: Add Below:

 private Vector3 lastrigidposition;

 void Start() {
     lastrigidposition = transform.position;
 }

 void FixedUpdate() {
     lastrigidposition = transform.position;
 }

Now you only need to check is contact possible on its bounds.

For example: For Sphere Collider: if local positon magnitude greater then sphere Radius we need to use lastrigidposition because a sphere can only collide around Radius.

transform.InverseTransformPoint(position) equal position - transform.point

So oldlocal = position - lastrigidposition;

Dont forget there can be multiple contacting rigidbody. Maybe you need to change other rigidbody calculations too. So maybe you need a few more variables.

If you drawrays you will see two different positions:

 void OnCollisionStay(Collision collisionInfo) {
     Debug.DrawRay(transform.position, transform.up * 4, Color.green);
     Debug.DrawRay(lastrigidposition, transform.up * 4, Color.white);
 }

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