void Start() { m_start = transform.position; m_end = m_start + transform.forward * m_distance; m_psi = GetComponent <PSI.Rigidbody>(); m_unity = GetComponent <Rigidbody>(); }
void Start() { m_start = transform.position; m_end = m_start + transform.forward * m_distance; m_psi = GetComponent <PSI.Rigidbody>(); m_unity = GetComponent <Rigidbody>(); if (m_psi.enabled) { m_psi.AddForceAtPoint(transform.forward * m_impulse, transform.position - transform.forward + transform.up, ForceMode.Impulse); } else { m_unity.AddForce(transform.forward * m_impulse, ForceMode.Impulse); } }