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Question by michaelvoigt · Feb 12, 2011 at 05:34 AM · physicshingejointsetactiverecursively

How do you activate parented rigid-bodies with joints?

When I call setActiveRecursively(true) on GameObjects with rigid-bodies that have hinge joints, the entire physics simulation goes haywire. The simulation works quite perfectly until I try to do anything with active/inactive.

I need to have the simulation deactivated until needed for performance reasons.

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avatar image michaelvoigt · Feb 12, 2011 at 07:26 AM 0
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after extensive testing, I have found that Unity physics that involve joints should never have the active/inactive setting played with. (never turn them on or off)

I have found a workaround...

I wanted to have my physics system not active until I needed it. So I was leaving it inactive until it was ready to be used.

Ins$$anonymous$$d of using active/inactive as a method to activate your system, turn your entire parented system into a prefab. Instantiate that prefab when needed, and destroy it when not needed.

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