// Exclude from simulation and keep object in scene static void FadeExclude(RayfireRigid scr) { // Set faded scr.fading.state = 2; // Not going to be reused if (scr.reset.action == RFReset.PostDemolitionType.DestroyWithDelay) { scr.DestroyRb(scr.physics.rigidBody); scr.DestroyCollider(scr.physics.meshCollider); scr.DestroyRigid(scr); } // Going to be reused else if (scr.reset.action == RFReset.PostDemolitionType.DeactivateToReset) { scr.physics.rigidBody.isKinematic = true; scr.physics.meshCollider.enabled = false; // TODO CHECK CLUSTER COLLIDERS scr.StopAllCoroutines(); } }