- In my game I can throw a hammer. The hammer moves based on physics in Unity.
- The hammer destroys the first object it touches. I want it to continue moving as though it didn't touch anything when this happens.
- To try and achieve this, I made it destroy objects using a separate, larger trigger collider, intending to destroy the object before the physical collision occurs.
- However, when moving at very high speeds (as in the GIF), both colliders hit at once, so the hammer moves and the object deletes.
How can I prevent the hammer from moving when/before the trigger occurs, or (I suppose more realistically) "reverse" the movement such that there's no perceptible collision?
I tried using the impulses from each of the contacts in the collision to apply forces in reverse, but didn't really understand what I was doing and ultimately failed.
NOTE: I cannot simply disable the physics collider, because it doesn't destroy everything.