#Connecting Joints at Runtime

1 messages · Page 1 of 1 (latest)

edgy briar
#

What difference are there in the entities and it's components at runtime?

edgy coyote
#

During baking, both sphere and cube get ItemTag:IComponentData. The player gets PlayerCharacterConfig & PlayerCharacterConfig both IComponentData.
During runtime, the player also gets a PlayerInputData:IComponentData.
All three entities are authored prefabs.
Character has PhysicsBodyAuthoring LinkedEntityGroupAuthoring
Items have Physics and Shape as well.

edgy coyote
edgy briar
#

i kind of just mean compare them side by side in entity inspector

#

what is different that is making it behave differently

edgy coyote
#

In the previous version of DOTS, I spent a lot of time with joints. If they have not changed anything about it on this new update, then I don't see anything missing.

#

Only thing I haven't tried is PhysicsJointCompanion but I don't think that will do anything.

edgy coyote
# edgy briar i kind of just mean compare them side by side in entity inspector

The character baker creates a joint entity, attaches PhysicsJoint and PhysicsWorldIndex to it, stores that joint entity into character data.
At runtime, all I had to do is add PhysicsConstraintsBodyPair to that joint entity and it would work. But this time, it's not, it's just ignored. Even though in inspector it showed the components attached.

#

Only difference I noticed in this version is that the inspector no longer shows EntityA and EntityB in the BodyPair and the JointData with constraints like it did before for some reason. That's annoying.