// Use this for initialization void Start() { config = new ActorConfig(this); config.GenerateArmLength(); weapon.rb.centerOfMass = weapon.rb.transform.InverseTransformPoint(weapon.saberCoM.position); Physics.IgnoreCollision(collider, weapon.collider); modelDesign.Prepare(); //ModelGenerator.RandomizeModel(this); tactics = new AITactics(this); _observer = new Observer(this); DominantIK = weapon.gameObject; }
// Use this for initialization void Start() { _config = new PlayerConfig(this); _config.GenerateArmLength(); _config.GenerateHandSize(); controls = new Controls(device, this); weapon.rb.centerOfMass = weapon.rb.transform.InverseTransformPoint(weapon.saberCoM.position); //Physics.IgnoreCollision(collider, weapon.collider); modelDesign.Prepare(); _observer = new Observer(this); DominantIK = weapon.gameObject; Time.timeScale = 0; }
void Start() { config = new ActorConfig(this); config.GenerateArmLength(); weapon.rb.centerOfMass = weapon.rb.transform.InverseTransformPoint(weapon.saberCoM.position); // Physics.IgnoreCollision(collider, weapon.collider); // Instead, colliders will all be triggers, aside from the bottom collider that keeps them from falling through the floor. modelDesign.Prepare(); _observer = new Observer(this); DominantIK = weapon.gameObject; }