private void Awake() { ImpactPosition = Vector3.zero; rbody = this.GetComponent<Rigidbody>(); prevPos = rbody.transform.position; Collider coll = rbody.GetComponentInChildren<Collider>(); Vector3 extents = coll.bounds.extents; Vector3 colliderBounds = coll.bounds.size; maxColliderSize = Mathf.Max(colliderBounds.x, colliderBounds.y, colliderBounds.z); minBoundsExtent = Mathf.Min(new float[] { extents.x, extents.y, extents.z }); minExtentSquared = (minBoundsExtent * minBoundsExtent); }