Temporarily disabling a RigidBody
Posted: Wed Apr 29, 2009 11:55 pm
Hey guys!
For my next game, I'll be having a 'dimension' idea. Basically, there are two or more parallel worlds, and you can switch between them. The worlds are mostly the same, except there are a few differences, such as a wall in dimension 1 might not exist in dimension 2, and a switch might work in 2 while not in 1, and so on. The way I'll be handling this is having a property for each 'GameObject' (logic objects in my system) that shows which dimension it belongs to, and the GameObject accordingly makes itself known depending upon the global dimension.
What I was looking for was a way to 'temporarily disable' a RigidBody, that is, no collision events, no physics handling (the object is 'there' but other objects don't collide with it) etc. without destroying it.
For my next game, I'll be having a 'dimension' idea. Basically, there are two or more parallel worlds, and you can switch between them. The worlds are mostly the same, except there are a few differences, such as a wall in dimension 1 might not exist in dimension 2, and a switch might work in 2 while not in 1, and so on. The way I'll be handling this is having a property for each 'GameObject' (logic objects in my system) that shows which dimension it belongs to, and the GameObject accordingly makes itself known depending upon the global dimension.
What I was looking for was a way to 'temporarily disable' a RigidBody, that is, no collision events, no physics handling (the object is 'there' but other objects don't collide with it) etc. without destroying it.