void OnPhysicsReset(GameEventPhysicsReset inEvent) { transform.position = _position; transform.rotation = _rotation; }
void ResetPhysics(GameEventPhysicsReset inEvent) { { var jointMotor = _rearWheel.HingeJoint.motor; jointMotor.targetVelocity = 0f; _rearWheel.HingeJoint.motor = jointMotor; } { var jointMotor = _steeringColumn.Joint.motor; jointMotor.targetVelocity = 0f; _steeringColumn.Joint.motor = jointMotor; } var rigidbodies = gameObject.GetComponentsInChildren<Rigidbody>(true); foreach(var rigidbody in rigidbodies) { rigidbody.velocity = Vector3.zero; rigidbody.angularVelocity = Vector3.zero; rigidbody.Sleep(); } _steeringColumn.Joint.transform.localRotation = Quaternion.identity; }
void ResetPhysics(GameEventPhysicsReset inEvent) { _frameRigidbody.velocity = Vector3.zero; _frameRigidbody.angularVelocity = Vector3.zero; _steeringColumn.Transform.localRotation = Quaternion.identity; }