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Question by Doneyes · Sep 23, 2012 at 06:37 PM · kinematicfalseiscomponet

My script will not let me enable RigidBody.

It is supposed to enable / disable isKinematic which it does do. But when kinematic = false, it shows that it equals false, but doesn't actually equal false. Then I click the checkbox to see what happens when I do it manually. It is still false, but now actually falls down like it is supposed to.

var RagdollSystem : GameObject;

var Stomach : GameObject; var Abs : GameObject; var Chest : GameObject; var LShoulder : GameObject; var LUpArm : GameObject; var LLowArm : GameObject; var RShoulder : GameObject; var RUpArm : GameObject; var RLowArm : GameObject; var Neck : GameObject; var LHip : GameObject; var LUpLeg : GameObject; var LLowLeg : GameObject; var LFoot : GameObject; var RHip : GameObject; var RUpLeg : GameObject; var RLowLeg : GameObject; var RFoot : GameObject; var FullB : GameObject;

function Start () {

}

function Update () {

if(Check == false) { RagdollSystem.GetComponent(Ragdoll).Ragdoll = false; } if(Check == true) { RagdollSystem.GetComponent(Ragdoll).Ragdoll = true; } if(Check == false) { Stomach.GetComponent(Rigidbody).isKinematic = true; Abs.GetComponent(Rigidbody).isKinematic = true; Chest.GetComponent(Rigidbody).isKinematic = true; LShoulder.GetComponent(Rigidbody).isKinematic = true; LUpArm.GetComponent(Rigidbody).isKinematic = true; LLowArm.GetComponent(Rigidbody).isKinematic = true; RShoulder.GetComponent(Rigidbody).isKinematic = true; RUpArm.GetComponent(Rigidbody).isKinematic = true; RLowArm.GetComponent(Rigidbody).isKinematic = true; Neck.GetComponent(Rigidbody).isKinematic = true; LHip.GetComponent(Rigidbody).isKinematic = true; LUpLeg.GetComponent(Rigidbody).isKinematic = true; LLowLeg.GetComponent(Rigidbody).isKinematic = true; LFoot.GetComponent(Rigidbody).isKinematic = true; RHip.GetComponent(Rigidbody).isKinematic = true; RUpLeg.GetComponent(Rigidbody).isKinematic = true; RLowLeg.GetComponent(Rigidbody).isKinematic = true; RFoot.GetComponent(Rigidbody).isKinematic = true; FullB.GetComponent(Rigidbody).isKinematic = true; } if(Check == true) { Stomach.GetComponent(Rigidbody).isKinematic = false; Abs.GetComponent(Rigidbody).isKinematic = false; Chest.GetComponent(Rigidbody).isKinematic = false; LShoulder.GetComponent(Rigidbody).isKinematic = false; LUpArm.GetComponent(Rigidbody).isKinematic = false; LLowArm.GetComponent(Rigidbody).isKinematic = false; RShoulder.GetComponent(Rigidbody).isKinematic = false; RUpArm.GetComponent(Rigidbody).isKinematic = false; RLowArm.GetComponent(Rigidbody).isKinematic = false; Neck.GetComponent(Rigidbody).isKinematic = false; LHip.GetComponent(Rigidbody).isKinematic = false; LUpLeg.GetComponent(Rigidbody).isKinematic = false; LLowLeg.GetComponent(Rigidbody).isKinematic = false; LFoot.GetComponent(Rigidbody).isKinematic = false; RHip.GetComponent(Rigidbody).isKinematic = false; RUpLeg.GetComponent(Rigidbody).isKinematic = false; RLowLeg.GetComponent(Rigidbody).isKinematic = false; RFoot.GetComponent(Rigidbody).isKinematic = false; FullB.GetComponent(Rigidbody).isKinematic = false; }

}

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Answer by kblood · Feb 06, 2013 at 04:18 PM

I have had the same problem, and the solution I found was to also enable and disable gravity on the rigidbodies. Otherwise they just remain still in the air until something hits their collider.

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avatar image Loius · Feb 06, 2013 at 05:51 PM 0
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You can also add zero force (with AddForce); they're currently asleep so they need to be woken up.

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