AddForce not applying..

Hi guys,

I understand what is going on, but I don’t know why.

	// This happens every frame in Unity to handle it's in built physics.. Here we find which Civilisation was the last target and set the other one as it.
	void FixedUpdate()
	{
		// If the moon's just collided with an object, wait until it's timer's reset before re-targetting (Set in 'OnCollisionEnter').
		if(hitDelay > 0)
		{
			hitDelay -= Time.deltaTime;
			return;
		}
		
		moonAccel += Time.deltaTime * moonAccAmplify;
		
		Vector3 currVel, playerPos;
		float newSpeed = (moonAccel + moonDefaultForce);
		
		//Sets the initial velocity for the lerp.
		currVel = rigidbody.velocity;
		
		// If player one set target as player two.
		if(lastTarget == "PlayerOne")
		{
			playerPos = (GameObject.FindGameObjectWithTag("PlayerTwo").transform.position - transform.position).normalized;
			
			rigidbody.velocity = Vector3.Lerp(currVel, playerPos * newSpeed, Time.deltaTime);
		}
		
		// If player two set target as player one.
		if(lastTarget == "PlayerTwo")
		{
			playerPos = (GameObject.FindGameObjectWithTag("PlayerOne").transform.position - transform.position).normalized;
			
			rigidbody.velocity = Vector3.Lerp(currVel, playerPos * newSpeed, Time.deltaTime);
		}
	}
	public void Push()
	{
		RaycastHit hit;
		Vector3 aimMoon = (moon.transform.position - transform.position).normalized;
		Ray pushShotHit = new Ray(transform.position, aimMoon);
		
		if(Physics.Raycast(pushShotHit, out hit, 10000))
		{
			if(hit.collider.tag == "Moon")
			{
				AttackMoon(hit, aimMoon);
			}
		}
	}
	
	void AttackMoon(RaycastHit hitMoon, Vector3 pushMoon)
	{
		hitMoon.rigidbody.AddForce(pushMoon * 10000, ForceMode.VelocityChange);
	}

Now the Push function works absolutely great… when hitDelay is applied and the object is not using lerp. Does AddForce not over ride FixedUpdate code??? If it doesn’t is there a best practice to get around it?

I’m lazy to read everything but rigidbody.velocity overrides the whole physics of the object to force it into the desired speed. So changing it and also adding forces will lead to likely unexpected behavior that depends in the order that you do your stuff.

Yeah, handling physics can be annoying.

Thanks Kirlim… Taken me a fair few hours. The sequence in the FixedUpdate was over riding my AddForce… So yeah rigidbody animations can be totally over riden in FixedUpdate it looks like :S.

I got it though, thanks dude.