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Question by alexkarak · Jul 22, 2019 at 09:59 AM · physicsrigidbodyaddforcejointsthrow

Throwing object with force

Greetings to all of you i am trying to make my 3d person character grab an object with joints and be able to throw it with force! I wrote this script but nothing works! I am trying to make the script able to take the rigidbody it collided with and use it (i hope i made clear what i have in my head couse i am not that good with english)

 public class grab : MonoBehaviour
 {
     // Start is called before the first frame update
     
     public int BreakF = 500;
     public int BreakT = 500;
     private bool Holding = false;
     public Rigidbody rb;
     public float thrust;
 
     void Start()
     {
         
         Holding = false;
 
     }
     void OnCollisionEnter(Collision col)
         
     {
         
         if (col.gameObject.tag == "Interact" && Input.GetKey(KeyCode.G))
            
         {   // creates joint
                 FixedJoint joint = gameObject.AddComponent<FixedJoint>();
                 // sets joint position to point of contact
                 joint.anchor = col.contacts[0].point;
                 // conects the joint to the other object
                 joint.connectedBody = col.contacts[0].otherCollider.transform.GetComponentInParent<Rigidbody>();
                 // Stops objects from continuing to collide and creating more joints
                 joint.enableCollision = false;
             joint.breakForce = BreakF;
             joint.breakTorque = BreakT;
 
             Holding = true;
             rb = GetComponent<Rigidbody>();
         }
     }
     private void FixedUpdate()
     {
         if (Input.GetKey(KeyCode.G) && (Holding = true))
         { rb.AddForce(transform.forward * thrust); }
 
 
 
     }
 }



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Answer by rufopufo · Jul 26, 2019 at 09:10 AM

Hi there,

Probably you should override the OnCollisionStay method, as OnCollisionEnter just last for 1 frame. So in the exact same moment of the collision the user is suppose to press G, in order to pick it.

If you use OnCollisionStay instead, the player will be able to press G during all the collision with the object.

Hope it helps.

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