public void FixedUpdate(List <PhysicsObject> objects, float fixedDeltaTime) { if (m_ball.IsPhysicsEnabled()) { m_ballPhysics.Update((Ball)m_ball, fixedDeltaTime); } foreach (var po in objects) { po.Position += po.Velocity * fixedDeltaTime; po.Velocity = Vector3.MoveTowards(po.Velocity, Vector3.zero, po.Friction * fixedDeltaTime); } CalculateCollisions(); }