// - On collision enter - void OnCollisionEnter(Collision col) { Vector3[] collisionLocalRelativeVel = PLDir.ConvertToLocalVelocities(col.relativeVelocity); //Debug.Log((collisionLocalRelativeVel[1].magnitude)); // TODO: improve crippled stun if (collisionLocalRelativeVel[1].magnitude > 3) { Debug.Log(" CRIPPLED - " + collisionLocalRelativeVel[1].magnitude); audio.CrippleSound(); Stun(3); Character.RigidBody.AddTorque(PLDir.forward * -30f + PLDir.right * 40f, ForceMode.Impulse); } }