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Question by schetty · Oct 11, 2012 at 11:42 AM · rigidbody physicsrigid

How to lift the runtime child object with rigidbody?

Hi,

I have a trouble for do this one. Actually i have attached one sphere to my mouse cursor which is having the main script. If i pressed the mouse button when sphere collide to the other object(cube) that object be a child of my sphere and that object should move where my sphere go(because cube is a child of the sphere) till now i did.

But my when i uptake my sphere while the cube child my sphere is moving upwards but the cube is not uptake because of the gravity force. But i need to take up the cube up with the rigidbody.

Is there any other way to do this? Please help me.

Thanks in Advance.

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Answer by aldonaletto · Oct 11, 2012 at 12:25 PM

Instead of parenting, add a FixedJoint component to the other object and set its connectedRigidbody to the sphere - this will "glue" the two objects (both must be rigidbodies!).
Supposing that you're attaching the objects at OnCollisionEnter, the code (sphere script) could be something like this:

 function OnCollisionEnter(col: Collision){
   // if mouse button pressed and the other object is a rigidbody...
   if (Input.GetMouseButton(0) && col.rigidbody){
     var fJoint = col.gameObject.AddComponent(FixedJoint);
     // connect to this rigidbody:
     fJoint.connectedRigidbody = rigidbody; 
     // make the joint unbreakable:
     fJoint.breakForce = Mathf.Infinity; 
     fJoint.breakTorque = Mathf.Infinity;
   }
 }


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avatar image schetty · Oct 11, 2012 at 01:06 PM 0
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@Aldo Naletto thats the matter i should not use the any joint i must do make the object as a child only.

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