void FixedUpdate() { Vector3 pos = ge.GetPhysicsPosition(referenceObject); if (pos.magnitude > distanceTrigger) { Vector3 unityPos = referenceObject.transform.position; ge.MoveAll(referenceObject); Debug.Log("===================================================================="); Debug.LogFormat("Moving physics position={0} D={1} ", pos, pos.magnitude); // moving the camera need to move in Unity space (not physics space) if (cameraObject != null) { cameraObject.transform.position -= unityPos; } // ge.singleStep = true; } }