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Question by JimmyCushnie · Sep 24, 2017 at 06:46 PM · rigidbodyrigidbody2d

Why can't rigidbodies by disabled?

I'm resigned to adding and removing the rigidbody component, but it's such an inconvenient method and it requires me to reassign any changed properties when it's readded. Is there no better way? What is the technical reason rigidbodies can't be disabled?

Edit: I found out Rigidbody.Simulated is pretty much the same as enabling and disabling, though I have yet to do performance tests. Still curious what the technical limitation on disabling rigidbodies is.

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avatar image hexagonius · Sep 24, 2017 at 06:54 PM 0
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Even if you knew, it wouldn't be changed so it wouldn't help you in any way.
Try to explain your case and something can be worked out.

avatar image JimmyCushnie hexagonius · Sep 24, 2017 at 08:06 PM 0
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I'm loading and unloading objects when they enter and exit a certain radius around the player. To do this, I'm disabling/enabling all components except the ones that track their position.

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