![]() ![]() HAL: This mission is too important for me to allow you to jeopardize it.ĭave Bowman: I don't know what you're talking about, HAL. HAL: I think you know what the problem is just as well as I do.ĭave Bowman: What are you talking about, HAL? Do you read me? Do you read me HAL? Do you read me HAL? Hello, HAL, do you read me? Hello, HAL, do your read me? Do you read me, HAL?ĭave Bowman: Open the pod bay doors, HAL. I also noticed that the "autoConfigureConnectedAnchor" option is setting the connected object to WorldCoordinates now instead of LocalCoordinates, which makes things warp around crazily too, if you have it enabled.Dave Bowman: Open the pod bay doors please, HAL. I've got the anchor point at the spaceman (0,0,0 locally) and the hinge on the spaceman, with the connectedanchor point being at the local(relative) position of the object.) (my use case: little space man "grabs" a rock player can move around and the rock swings around you as if it were tethered. Maybe I'm missing something obvious though. I'm also seeing the rotation of objects resetting or adjusting upon connection, though I see no transform adjustments anywhere, which makes me think it's some sort of contstraint bug or something. After updating to Unity 5.1 I've noticed strange behaviour with hingejoints - after programatically attaching a hinge between two dynamic objects (that are sitting still/no gravity), they both "twitch" and start spinning around each other for a brief period of time (they'll settle, and this doesn't always happen). ![]()
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