protected void JointedRelease(VRControllerInput controller) { //Make sure joint isnt null if (fixedJoint != null) { //If object is still jointed to hand (could have been taken by other hand) if (fixedJoint.connectedBody == controller.GetComponent <Rigidbody>()) { //Remove joint Destroy(fixedJoint); fixedJoint = null; } ThrowObject(controller); } }
protected void JointedPickup(VRControllerInput controller) { //Check if it already has a joint (held by other hand) if (fixedJoint == null) { //Add joint to object fixedJoint = gameObject.AddComponent <FixedJoint>(); //You don't have to set a break force, but if you don't, //when you drag your object behind immovable things, they'll just weirdly be //stuck behind them until you let go. //By setting a break force, you "drop" the item under too much strain. if (useBreakForce) { fixedJoint.breakForce = 500; } } //Attach to controller fixedJoint.connectedBody = controller.GetComponent <Rigidbody>(); }