In my game, I have colliders that trigger the ‘levitation’ of rigidbody objects. The problem is that when an object touches two collider triggers, the lifting force is doubled by the additive forces. The triggers do not overlap, but the objects can be touching two triggers at the same time, causing the problem.
What I would like is to examine the force already applied during this FixedUpdate. If the upward force is already equal or greater to the force needed, scripts would not add additional force as the goal is already ‘acheived’.
Can folks suggest how I would solve this? Thanks!