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 Fred_Vicentin · Mar 27, 2014 at 06:59 PM · childrenkinematic

Disable isKinematic on children

I'm doing a mouse collision with one object and I want to enable isKinematic of his children...

Any idea to do that ? Am I doing Wrong ? This script is on Gameobject that I want to take the children

 public class MouseDrag : MonoBehaviour 
 {
     public GameObject fruit;
 
     void Start()
     {
         fruit = GameObject.Find("Fruta");
     }
     Vector3 screenPoint;
     Vector3 offset;
     void OnMouseDown()
     {
         screenPoint = Camera.main.WorldToScreenPoint(gameObject.transform.position);
         
         offset = gameObject.transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z));
 
     }
     
     void OnMouseOver()
     {
 
         if(transform.gameObject.tag == "Player")
         {
             print ("worked");
             gameObject.GetComponentInChildren<Rigidbody>().isKinematic = false;
 
             //rigidbody.isKinematic = false;
         }
 
 
     }
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

2 Replies

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by Crazydadz · Mar 27, 2014 at 07:04 PM

Cache an array of all the rigidbody of the children with GetComponentsInChildren

Something like:

 Rigidbody[] bodys = GetComponentsInChildren<Rigidbody>(); //Or GetComponentsInChildren<Rigidbody>(true) to get inactive children
 
 for(var i=0;i<bodys.Length;i++)
 {
   bodys[i].isKinematic = false;
 }

I havent tested it, but it can give you an idea.

Comment
Add comment · Show 4 · Share
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
avatar image Fred_Vicentin · Mar 27, 2014 at 07:11 PM 0
Share

showed this error CS0266: Cannot implicitly convert type UnityEngine.Component[]' to UnityEngine.Rigidbody[]'. An explicit conversion exists (are you missing a cast?)

avatar image Crazydadz · Mar 27, 2014 at 07:12 PM 0
Share
 Rigidbody[] bodys;
 
 private void Start()
 {
  bodys = GetComponentsInChildren<Rigidbody>() as Rigidbody[];
 }
avatar image Fred_Vicentin · Mar 27, 2014 at 07:16 PM 0
Share

Worked, thanks

avatar image Crazydadz · Mar 27, 2014 at 07:16 PM 0
Share

It is supposed to work without casting by the way.

avatar image
1

Answer by ava4414 · Mar 27, 2014 at 07:46 PM

it's easy make this:

         Rigidbody[] bodies = gameObject.GetComponentsInChildren<Rigidbody>();
         for (int i=0; i < bodies.Length; i++){
             bodies[i].isKinematic = true;
         }
Comment
Add comment · Show 1 · Share
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
avatar image ava4414 · Mar 27, 2014 at 07:22 PM 0
Share

so ins$$anonymous$$d of "true" you can change it to false

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

21 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 avatar image avatar image avatar image

Related Questions

Function works when called in Start() but wont when called in OnTrigger2D 1 Answer

Find children and set them all to be kinematic rigidbodies 1 Answer

Make UI Children Fit the size of their parent 1 Answer

How to detect OnClick on children of a 3D model 1 Answer

Baking NavMesh at Runtime: Connecting separate NavMeshSurfaces 0 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