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Question by Jeff-Kesselman · Dec 08, 2010 at 12:20 AM · physicsrigidbodyforcehook

Hooking RigidBody.AddForce

For my application, I need to know when a force is applied to a Rigidbody. Is there any way I can override or otherwise hook the AddForce method? Ideally I'd like to do this from a MonoBehavior.

I tried subclassing Rigidbody but its defined as final/sealed :(

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avatar image Jeff-Kesselman · Dec 08, 2010 at 03:21 AM 0
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I've been doing some googling and apparently this sealing of classes is new. Its also a monstrous mistake. As someone who spent a great many years in the tool groups of companies like Crystal Dynamics, I cna tell you that the less flexibile your tool is for the developer, the more developers will reject it.

Trust your developers and empower them to do serious engineering, or your tool just becomes a toy.

avatar image Peter G · Dec 08, 2010 at 03:34 AM 0
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Actually, I believe that Unity classes have always been sealed. At least since 2.1 when I purchased Unity. And that was over 2 years ago.

avatar image Jeff-Kesselman · Dec 08, 2010 at 03:37 AM 0
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See this other question....

http://answers.unity3d.com/questions/15522/unity-3-sealed-class-gameobject

avatar image Jeff-Kesselman · Dec 08, 2010 at 03:39 AM 0
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So the question becomes... how do i hook AddFroce and AddTorque? Certainly this is not an unreasonable thing to want a physics engine to notify my code of.

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