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Question by operand · Dec 11, 2011 at 12:13 PM · rigidbodymouseclickkinematic

Rigidbody isKinematic on mouse click

Hoy, I'm trying to make a gameobject react to physics on a mouse click. I have my visible mesh with 4 box colliders as children.

I am able to get the mesh to change colour as I hover the mouse over it, but when I tell it to make 'rigidbody.isKinematic = false' on click the checkbox becomes unchecked (false) in the inspector but the mesh does not move at all or react to physics.

I suspect this is because the mouse click is registered on the box colliders(children), not the visible mesh (parent to colliders). Do I need to send the message back to the parent somehow?? (The script is attached to the parent object)

Any help would be appreciated

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Answer by operand · Dec 12, 2011 at 08:31 AM

I've since solved the issue. Placing rigidbody.WakeUp() at the end of the script has done the trick.

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Answer by funkyllama · Dec 11, 2011 at 02:48 PM

If the checkbox is becoming unchecked then the script is working. If your mesh still doesn't move I'd take a guess and say you have kinematic rigidbodies on your colliders also.

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avatar image operand · Dec 12, 2011 at 08:23 AM 0
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Hrrm. The colliders have no rigidbodies assigned to them individually, only the parent does. When the scene plays and I just uncheck 'Is $$anonymous$$inematic' for the parent gameobject in the inspector it falls to the ground correctly, however if I only uncheck it through script nothing happens in the scene. Do the physics need to re-update or something?

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