(23-08-2019, 10:05 AM)josemendez Wrote: As I already told you, set your solver update mode to FixedUpdate, then write your code after WaitForFixedUpdate:
https://docs.unity3d.com/ScriptReference...pdate.html
Your code should be executed after all physics steps in the frame, which is precisely what WaitForFixedUpdate accomplishes. See:
https://docs.unity3d.com/Manual/ExecutionOrder.html
You can also insert it in Update, or even LateUpdate.
As I said, colliders (capsule, box and sphere colliders in particular) do not support negative scale. Are you 100% positive you're flipping them after the simulation?
No I see the source of confusion: when I talk about flipping code I mean DE-flipping (putting the hierarchy into normal position, e.g. localScale.x == 1), when you talk about flipping, you mean actual flipping, e.g. setting localScale.x to -1. I now understand everything and will test this later today.
One thing bothers me though: I tried setting the model to localScale.x == 1 in my FixedUpdate, while ensuring that my FixedUpdate is called before yours (Script execution order) and then changing it to localScale.x == -1 both in my Update and in my LateUpdate (the cloth is set to simulate in FixedUpdate). What I ended up with was a character that was constantly flipping back and forth. Maybe that was my negligence - we will see.