private void UpdateActorValues() { Preset current = new Preset { gravity = actor.GetEnableGravity(), solid = actor.GetIsSolid(), pushable = actor.GetEnablePhysics(), upright = actor.GetKeepUpright(), concave = actor.GetUseConcaveCollider() }; physicsTabUI.gravityToggle.isOn = current.gravity; physicsTabUI.solidToggle.isOn = current.solid; physicsTabUI.pushableToggle.isOn = current.pushable; physicsTabUI.staysUprightToggle.isOn = current.upright; physicsTabUI.concaveToggle.isOn = current.concave; physicsTabUI.concaveToggle.gameObject.SetActive(current.solid && !current.pushable); physicsTabUI.gravityToggle.gameObject.SetActive(current.pushable); physicsTabUI.staysUprightToggle.gameObject.SetActive(current.pushable); physicsTabUI.slidersSection.gameObject.SetActive(current.pushable); physicsTabUI.rotationLockToggle.isOn = actor.GetFreezeRotations(); physicsTabUI.positionXLockToggle.isOn = actor.GetFreezeX(); physicsTabUI.positionYLockToggle.isOn = actor.GetFreezeY(); physicsTabUI.positionZLockToggle.isOn = actor.GetFreezeZ(); physicsTabUI.ghostPresetToggle.isOn = BothSolidAndPushable(current, ghostPreset); physicsTabUI.solidPresetToggle.isOn = BothSolidAndPushable(current, solidPreset); physicsTabUI.objectPresetToggle.isOn = PresetsMatch(current, objectPreset); physicsTabUI.characterPresetToggle.isOn = PresetsMatch(current, characterPreset); if (AllPresetsOff()) { physicsTabUI.presetDescription.text = ""; } TrySettingSliderWithText(actor.GetMass(), physicsTabUI.massSlider, physicsTabUI.massTextInput); TrySettingSliderWithText(actor.GetDrag(), physicsTabUI.massDragSlider, physicsTabUI.massDragTextInput); TrySettingSliderWithText(actor.GetAngularDrag(), physicsTabUI.angularDragSlider, physicsTabUI.angularDragTextInput); TrySettingSliderWithText(actor.GetBounciness(), physicsTabUI.bounceSlider, physicsTabUI.bounceTextInput); }