public virtual void ApplyForce(Force force, IPhysicsEntity actor = null) { if (dynamicOnForce) { Rig.isKinematic = false; timeToSleep = TimeToSleep; Rig.AddForce(force); } if (returnForce) { if (actor != null) { actor.ApplyForce(-force * returnForceMultiplier); } } }
public static void ApplyForceFrom(this IPhysicsEntity physicsEntity, Transform to, Transform from, float power, ForceMode mode = ForceMode.VelocityChange) { physicsEntity.ApplyForce( new Force((to.position - from.position).normalized * power, mode)); }