private void Reset() { //Places legs at initial position //Set all joint target angles to zero Quaternion quat = Quaternion.Euler(0, 0, 0); JointSpring spring = new JointSpring(); spring.spring = spring_const; spring.damper = damper; hip_right.targetRotation = quat; knee_right.spring = spring; hip_left.targetRotation = quat; knee_left.spring = spring; //Set rotations of all body parts to zero body.transform.rotation = quat; upper_right.transform.rotation = quat; lower_right.transform.rotation = quat; upper_left.transform.rotation = quat; lower_left.transform.rotation = quat; //Set positions of all parts to inital ones body.transform.position = new Vector3(1, 5, 0); upper_right.transform.position = new Vector3(2, 4, 0); lower_right.transform.position = new Vector3(2, 1, 0); upper_left.transform.position = new Vector3(0, 4, 0); lower_left.transform.position = new Vector3(0, 1, 0); //Set velocity of all parts to zero ResetVelocity(body); ResetVelocity(upper_right); ResetVelocity(lower_right); ResetVelocity(upper_left); ResetVelocity(lower_left); //Set net activities to zero net.ResetActivities(); }