Hi,
I find if I assign a same value to the ChipmunkBody.isKinematic for twice I will get bug. The isKinematic is in fact not changed, but it seems by doing this, Chipmunk will change some thing.
isKinematic related bugs
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isKinematic related bugs
Last edited by compass3 on Fri Sep 13, 2013 4:15 pm, edited 2 times in total.
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Re: isKinematic enabled twice and get bug
By the way, it also seems the isKinematic not works well in the Unity Editor. Sometimes click on the selection does not take effect on the object.
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Re: isKinematic enabled twice and get bug
And it seems, every time when a object update its isKinematic, it will lose its mass and moment assigned to it previously.
- slembcke
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Re: isKinematic enabled twice and get bug
Hmm. It's on the bug tracker now. I did a little testing on that feature, but apparently not enough. :-\
Can't sleep... Chipmunks will eat me...
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Re: isKinematic related bugs
I find when I set a body to Kinematic. Chipmunk2D will remove it from the space. Which will result in the physics engine do not detect collisions related to this object. However, I need a kinematic object to detect collisions, because I use the shapes as sensor.
I mean I need to disable the physics but enbable the sensor. It seems the only way is to disable the body.
Currently, I am trying to update the transform of static shapes. And In PhysX, I do this by set the rigidbody to kinematic.
I mean I need to disable the physics but enbable the sensor. It seems the only way is to disable the body.
Currently, I am trying to update the transform of static shapes. And In PhysX, I do this by set the rigidbody to kinematic.
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Re: isKinematic related bugs
I also have a problem when try to switch off kinematic by doing isKinematic = false in code during runtime. Chipmunk physics stop working and a whole lot of errors appear in the log like this one:
Code: Select all
transform.position assign attempt for 'Cube' is not valid. Input position is { NaN, NaN, 0.000000 }.
UnityEngine.Transform:set_position(Vector3)
ChipmunkManager:FixedUpdate() (at Assets/Plugins/Chipmunk2D/ChipmunkManager.cs:19)
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