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Question by Stankiem · May 11, 2016 at 09:42 PM · prefab-instancecharacterjoint

Instantiated character joint behaves differently from placed in scene manually

I am working on a VR game and I need a body connected to my head. I took many hours setting up a character joint and rigidbodies so that your body behaves very nicely with your head movements and created a prefab from it, everything is great there!

HOWEVER, when I instantiate this prefab from code at runtime the body doesn't do anything, it doesn't follow the head etc.. etc.. It behaves like it's not attached, even though the character joint clearly shows it is attached to the head.

This is not an issue if I put the prefab in the scene from the editor before running it.

Please help!

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avatar image Highwalker · May 11, 2016 at 09:45 PM 0
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What's the problem with having it in the scene before running it?

avatar image Stankiem Highwalker · May 11, 2016 at 10:06 PM 0
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It needs to be done at runtime, players switch in and out of the H$$anonymous$$D (party game) and each one has a different setup etc... And not all the players I will be instantiating will actually be controlled, some will be NPS.

avatar image Highwalker Stankiem · May 11, 2016 at 10:30 PM 1
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No idea. Could be a known issue for all I know. Could also be a simple fix. Just my 2 cent workaround in case you don't figure it out. :)

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avatar image Stankiem · May 12, 2016 at 04:41 PM 0
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Bump, still looking for an answer on this.

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