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Question by b2hinkle · May 19, 2018 at 05:33 AM · ragdolldeathactivatekillridgidbody

How to make is kinematic false for all children of a gameobject?

I have an enemy fully rigged, with each child being a certain bone. I am trying to make it so that once you shoot the enemy with a raycast, (which I have already programmed) it makes "is kinematic" false for every ridgid body of each child/bone of the enemy.

Here is my code so far. I was planning on setting is kinematic to false under "void die," but I wasn't sure on how to do it.

 public GameObject enemy;

 public float health = 1;
 public void takeDamage(float amount)
 {
     health -= amount;
     if (health <= 0f)
     {
         die();
     }
 }

 void die()
 {
     
 }
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Answer by AntonioF · May 19, 2018 at 06:04 AM

 void SetIsKinematicWithGetComponents(GameObject obj, bool foo)
 {
             Rigidbody[] rigidbodiesOfAllChild = obj.GetComponentsInChildren<Rigidbody>();
             for (int i = 0; i < rigidbodiesOfAllChild.Length; i++) 
             {
                 rigidbodiesOfAllChild[i].isKinematic = foo;
             }
 }


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avatar image b2hinkle · May 19, 2018 at 06:12 PM 0
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Both didn't work for me:

alt text

alt text

It underlined a part red.

capture.png (95.9 kB)
capture2.png (96.1 kB)
avatar image andrew-lukasik · May 19, 2018 at 07:05 PM 1
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 void SetIs$$anonymous$$inematic ( GameObject go , bool is$$anonymous$$inematic )
 {
     foreach( var rb in go.GetComponentsInChildren<Rigidbody>() ) rb.is$$anonymous$$inematic = is$$anonymous$$inematic;
 }

It's shorter this way. GetComponentsInChildren starts with gameObject and not children so calling GetComponents too is redundant.

avatar image b2hinkle andrew-lukasik · May 20, 2018 at 04:40 AM 1
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Thank you so much! I've been trying to get this to work for so long and it worked.

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