//v = Ft/m //v_c = Ft/1 = Ft //v = v_c/m public override void GrabEnd(Vector3 linearVelocity, Vector3 angularVelocity) { Rigidbody rb = gameObject.GetComponent <Rigidbody>(); foreach (var collider in Colliders) { collider.isTrigger = false; } rb.isKinematic = false; //rb.isKinematic = m_grabbedKinematic; rb.velocity = linearVelocity / rb.mass; rb.angularVelocity = angularVelocity * -5f; m_grabbedBy = null; m_grabbedCollider = null; _needle.UnLock(); }