// Use this for initialization void Start() { body = GetComponent<Rigidbody> (); agent = GetComponent<NavMeshAgent> (); if (body != null) { body.Sleep (); } }
static public int Sleep(IntPtr l) { try { UnityEngine.Rigidbody self = (UnityEngine.Rigidbody)checkSelf(l); self.Sleep(); return(0); } catch (Exception e) { return(error(l, e)); } }
static public int Sleep(IntPtr l) { try { UnityEngine.Rigidbody self = (UnityEngine.Rigidbody)checkSelf(l); self.Sleep(); return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
private int moving = 0; // -1 for left, 1 for right void Awake () { rb = GetComponent<Rigidbody>(); rb.Sleep(); boulder.Sleep(); startPos = transform.position; startRot = transform.rotation; startTransPos = objectTransform.position; boulderStartPos = boulder.transform.position; groundStartPos = ground.position; prevGroundPos = ground.position; anim = transform.GetComponentInParent<Animator>(); }
static int Sleep(IntPtr L) { try { ToLua.CheckArgsCount(L, 1); UnityEngine.Rigidbody obj = (UnityEngine.Rigidbody)ToLua.CheckObject(L, 1, typeof(UnityEngine.Rigidbody)); obj.Sleep(); return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
// Use this for initialization void Start() { rigidBody = this.gameObject.GetComponent<Rigidbody>(); rigidBody.Sleep(); }
protected virtual void Awake() { //grab component references _transform = transform; _gameObject = gameObject; _renderer = renderer; _collider = collider; _rigidbody = rigidbody; _instanceID = gameObject.GetInstanceID(); //calculate the update interval (assuming ideal target of 60 fps) _updateInterval = UpdatesPerSecond / 60f; //check conditions if (_rigidbody != null && !RigidBodyAwakeOnStart) { _rigidbody.Sleep(); } if (!GameObjectActiveOnStart) { _gameObject.active = false; } //start coroutines if (_renderer != null) { StartCoroutine( CheckIsHidden() ); } }
private void Awake() { auxRigidbody = transform.GetComponent<Rigidbody>(); if (RigidbodySleepOnAwake) { auxRigidbody.Sleep(); } // Initialize values NitroLeft = NitroInitialAmount; if (CenterOfMass != null) { GetComponent<Rigidbody>().centerOfMass = CenterOfMass.localPosition; } if (WheelBase != null) { WheelBase.localPosition = new Vector3(0, WheelBaseAlignment); } if (SkidmarkObjectName != "") { if (GameObject.Find(SkidmarkObjectName)) { SkidMarks = GameObject.Find(SkidmarkObjectName); Debug.Log(SkidMarks.name); } } if (CarInteria < 0.01f) { CarInteria = 0.01f; } GetComponent<Rigidbody>().inertiaTensor *= CarInteria; updateVehicleConfig(); NosFireObject.SetActive(false); }
// The AoE effect on game objects protected override void AoEHit(Rigidbody obj) { obj.velocity = Vector3.zero; obj.Sleep(); }