void Update() { ToolModel tool_model = GetComponent <ToolModel>(); Tool leap_tool = tool_model.GetLeapTool(); if (leap_tool == null) { return; } if (leap_tool.TipVelocity.Magnitude > VELOCITY_TRIGGER && wandSpawn != null && wait <= 0) { Vector3 tip_position = tool_model.GetToolTipPosition(); GameObject spawn = Instantiate(wandSpawn, tip_position, Quaternion.identity) as GameObject; spawn.rigidbody.velocity = tool_model.GetToolTipVelocity(); Physics.IgnoreCollision(collider, spawn.collider); wait = SPAWN_WAIT_ITERATIONS; } wait--; }