private void ModifyValvePair(ModifiableContactPair pair) { for (int i = 0; i < pair.contactCount; i++) { // ignore contacts that have right facing normal to create a valve like behaviour if (Vector3.Dot(Vector3.right, pair.GetNormal(i)) > 0) { pair.IgnoreContact(i); } } }
private void ModifyNoSeparationPair(ModifiableContactPair pair) { for (int i = 0; i < pair.contactCount; i++) { // ignore contacts that have positive separation to prevent ball from bouncing on collider seams if (pair.GetSeparation(i) > 0) { pair.IgnoreContact(i); } } }