public void reset() { //controller.control = Instantiate(this, spawn, Quaternion.Euler(new Vector3(0f, 0f, 0f))); for (int i = 0; i < thrusts.Length; i++) { thrusters[i].r(this); } cam.r(); /* * controller.control.thrusters = thrusters; * cam.j.connectedBody = controller.control.body; * controller.control.cam = cam; * controller.control.cam.transform.position = controller.control.cam.spawn; * Destroy(gameObject); */ body.velocity = new Vector3(0f, 0f, 0f); body.angularVelocity = new Vector3(0f, 0f, 0f); body.rotation = Quaternion.Euler(new Vector3(0f, 0f, 0f)); //body.MoveRotation(Quaternion.Euler(new Vector3(0f, 0f, 0f))); //body.MovePosition(spawn); body.position = spawn; transform.rotation = Quaternion.Euler(new Vector3(0f, 0f, 0f)); transform.position = spawn; setThrusts("0,0,0,0"); kinematic = true; }