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Question by danijel123 · Aug 17, 2019 at 03:10 PM · unity 4.6

RigidBody velocity.magnitude is always zero ?

I have an object for which I want to get velocityMagnitude printed when it collides with another object. On this object I have a rigidBody component, capsule collider and a script. The problem is that it always returns as zero ?

My script:


 [using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 
 public class BagPunchScript : MonoBehaviour
 {
    
 
     public SteamVR_TrackedObject hand; 
     Rigidbody rBody;
     
 
 
     private string punchForce;
     private float force;
     public Text PunchForceText;
     
     public AudioSource SoundSource;
     
     
 
 
     // Start is called before the first frame update
     void Start()
     {
        
         rBody = GetComponent<Rigidbody>();
        
      }
 
     // Update is called once per frame
     void Update()
     {
         
         rBody.MovePosition(hand.transform.position);
         rBody.MoveRotation(hand.transform.rotation);
        
 
 
     }
 
    
 
     void OnCollisionEnter(Collision other) {
         force = (rBody.velocity.magnitude) * 100000;
         punchForce = force.ToString();
 
         PunchForceText.text = punchForce;
         print("collision");
         print(force); // check for velocity.magnitude
  }
 }][1]


[1]: /storage/temp/144753-unity7.jpg

unity7.jpg (246.6 kB)
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Answer by Vega4Life · Aug 17, 2019 at 08:09 PM

I believe in order to see any Velocity off a rigidbody when using MovePosition... it either needs to be Kinematic or you should be using FixedUpdate (which you should be doing anyways with what you have).

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avatar image drewjosh · Nov 27, 2020 at 10:56 PM 0
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$$anonymous$$y Rigidbody is Kinematic and I am using FixedUpdate but it is 0 anyways :( I have no idea why...

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