void MatchGrabAnchor() { // use grab position as anchor point for character, start moving character (don't detect collisions during move) Vector2 v2Dist = m_curGrabHandle - (Vector2)m_controlled.transform.position; if (v2Dist.sqrMagnitude > 0.0001f) { m_controlled.GetRigidBody().velocity = v2Dist / Time.fixedDeltaTime; } else { m_controlled.GetRigidBody().velocity = Vector2.zero; } }