Addforce and fixedUpdate()

Hi, I have two rigidbodies that collide and when this happens I want one (object A which has the code below) to exert a force on the other (object B). The collision is ‘registering’ and something is happening (a slight jolt in position of object B, but not what I was after). Here is the code:

	void OnTriggerEnter( Collider other )
	{
		
		if ( other.gameObject.layer== INTERACTIVE_LAYER )
		{
		 	
			 other.gameObject.rigidbody.AddForce( Vector3.forward * 900.0f, ForceMode.Acceleration );	
 
		}
 
	}

So I guess I have two questions:

  1. What am I doing wrong?
  2. As all physics updates is dealt with within FixedUpdate(), should I rather be setting a flag here, then telling the FixedUpdate() function in object B to AddForce? It seems messy and I haven’t seen it done elsewhere, but I thought I’d ask.

Thanks guys!

I have a feeling that very simply you have the masses, sizes, or physic-materials totally wrong somewhere.

Note that in Unity3D you must use real-life meters and real-life kilograms.

So go through and check those are all absolutely correct.

Finally check the physic-materials you are using, perhaps try making them highly bouncy for a big effect. And set all friction really low.

Hope it helps.