void LateUpdate() { // handle physic animation after render update if (m_controlled && m_bPhysicAnim && m_controlled.GetPhysicAnim()) { Vector2 curPhysicLocal = m_controlled.GetPhysicAnim().transform.localPosition; if (m_direction == Direction.Left) { curPhysicLocal.x = -curPhysicLocal.x; } curPhysicLocal.x += m_curExitPower; m_curGrabHandle = m_initPhysicAnimPos + curPhysicLocal; } }