
Mobile Games
How to disable joints without structural change?
As title, super simple question, how is it intended to disable joints? Afaik, the CreateJoints sets the DefaultStaticBodyIndex instead of letting the joint be invalidated if we set Entity.Null, and if we set both to Null we hit assert. The job is structured to handle EnableableComponents but the query does not use any enableable that we can toggle. Even in Solve() of the Jacobians I have no knowledge of DefaultStaticBodyIndex so I can’t check for that, even if it’s late in the evaluation. Also make adding custom joints simpler than modifying physics package. Thanks. 1 post - 1 participant Read full topic
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