I think everyone uses velocity in order to get if an object is applied force, right?
The problem is after i apply force to a rigidbody and check its velocity. Unity says it is not moving. Yes it is not moving but it was applied force. For this delay my code thinks the object was applied force and stopped moving since it is not moving. This causes my code to run the code before the object starts moving while it should after the object stops.
ExampleCode
if(ObjectWasAppliedForce())
{
if(ObjectNotMoving())
{
…
…
}
}
Which i think is caused by “the force that is applied to a rigidbody takes effect after one frame” or “since physics and render updates are not synced it happens”.
How can i overcome this? I am really out of solutions. If i cant find any solutions, i will try a workaround, which is i hate to do.
Thanks in advance.