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Question by jakethehuman · Oct 04, 2014 at 01:09 PM · hingejoint

AddComponent(HingeJoint) bug!

I was adding a hinge joint in runtime but then the object acts weird. It barely or almost does not rotate! I made sure the limit is deactivated.

I have this prefabed car that has lots of skin mesh and collider children that will detach from car every time it crashes. It had a trigger collider to detect crashes and the AddComponet is inside my OnTrigger function. I dont see how this would affect my hinge joint. I tried to make 2 new cube objects, stick them with the hinge joint on an update function and it worked. I tried to put a hinge joint manually in the inspector for my car and it worked fine. I tried to put the AddComponent in the Update function for the car this time and the bug still happens.

I'm now certain their's a bug in my car but I ran out of ideas where the bug could be.

Anyone encountered this bug? How can I get rid of the bug?

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avatar image _MGB_ · Oct 04, 2014 at 01:08 PM 0
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Showing your code would help us to help you.

avatar image jakethehuman · Oct 04, 2014 at 02:23 PM 0
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Here's my OnTrigger function activating the AddComponent:

 function OnTriggerStay (collision : Collider)
 {
 
 if (gforce > 0.3 && timer > 100)
 {
     if (anim1) anim1.animation[anim1.animation.clip.name].speed = 5;
     
     timer = 0;
     animTimer = 0;
     panelPicker = Random.Range(0,1);
 
 
     if ( panel1 )
     {
         if(panel1.hingeJoint && panelPicker == 0)
         {
         panel1.transform.parent.parent = null;
         panel1.collider.enabled = true;
         panel1.hingeJoint.breakForce = 0;
         panel1Detach = true;
             
         }
         else if ( !panel1.hingeJoint && panel1Detach == false && panelPicker == 0 )
         {
         panel1.gameObject.AddComponent(HingeJoint);
         panel1.hingeJoint.connectedBody = car;
         panel1.hingeJoint.useLimits = false;        
         }
         
         
     }

can't paste all the codes caouse i reach character limit.

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