public void PostSpawned() { // Called after UponSpawn, once everything is set up correctly (apart from the texture and physics) // Physics... RegionPhysics.Despawn(); // Clear any old ones... RegionPhysics.Build(); }
public void UponDespawn() { Dirty = false; StopAllCoroutines(); // Cancel any pending texture job. if (TexJob != null) { if (TexJob.State == JobState.PENDING) { TexJob.State = JobState.CANCELLED; } } // Physics... RegionPhysics.Despawn(); }