Intercepting resultant movement vectors

I would like to obtain the final, resultant movement vector for each particle and do some manipulations to them before they are actually applied to each particle. What would be the easiest way to do so? It doesn’t look like there’s an overload for Step that takes in movement vectors.

@DanielPiker Any thoughts on this?

As a side note, this is related to my efforts here in writing a custom no-tunnelling collision goal. It has been interesting trying to write such a goal for Kangaroo 2, since there is no time step and I can’t rely on standard Continuous Collision Detection methods that estimate a Time Of Impact.

You have not posted any GH code, in this thread or the other one, to clarify your objective.

3. Attach minimal versions of all the relevant files