void TickCurrentUnitAllowPlayerControl()
{
if( mainNotActiveUnit == null )
return;
mainNotActiveUnit.Position = ControlledObject.Position;
mainNotActiveUnit.OldPosition = mainNotActiveUnit.Position;
//reset velocities
foreach( Body body in mainNotActiveUnit.PhysicsModel.Bodies )
{
body.LinearVelocity = Vec3.Zero;
body.AngularVelocity = Vec3.Zero;
}
}