Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Rs31412 · Feb 22, 2014 at 01:48 AM · rigidbodyconstraintsinput.getkey

Changing Rigidbody.Constraints on Keypress

I'm currently trying to make it so that when I run into a ball that ball's position goes along with my player's position and then the rigidbody on the ball will freeze constraints. I have that working through this code:

void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "ball") { //whatever is controlling the ball's transform is now equal to the ballPickUp collider's transform other.gameObject.transform.parent = gameObject.transform; other.gameObject.rigidbody.constraints = RigidbodyConstraints.FreezeAll; hasBall = true; } else hasBall = false;

but I'm trying to get it so that the transformations will unfreeze when I press space and allow me to apply a force to the ball's rigidbody. I got that working through this script on the ball:

 if (ball)
             {
             if(Input.GetKeyDown("space"))
             {
                 transform.parent = null;
                 rigidbody.constraints = RigidbodyConstraints.None;
             rigidbody.AddForce(passDirection * speed * Time.deltaTime);
             Debug.Log("Ball recognizes it needs to be somewhere...");
             }
             }

but then if I collect the ball again through the collision that sets the ball transform the RigidbodyConstraints.FreezeAll doesn't seem to work. I've tried putting RigidbodyConstraints.FreezeAll under Update like so:

 if(hasBall)
 {
 ball.gameObject.rigidbody.constraints = RigidbodyConstraints.FreezeAll;
 }

but if I do this then it will freeze the constraints between my GetKeyDown and this GetKeyUp statement that is on the same script as my OnTriggerEnter():

     if (Input.GetKeyUp("space"))
             {
 
                 print("throwBall");
                 heldTime = 0.0f;
                 hasBall = false;
                 
             }

Sorry if it's all confusing and I know my code is super messy. If you could help me that would be great! If you need any clarifications I'd be glad to do that. Thanks!

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

18 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Remove rigidbody component 1 Answer

Rigidbody constraints not working with parent/child relationship 2 Answers

when I fully constrain my walls in the rigidbody the player goes straight through the wall 1 Answer

Constrain character to series of intersecting paths? 1 Answer

Is it possible to constrain an object's rotation in worldspace? 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges