//Disable unity physics and collision. For moving item through code static public void FreezeItem(GameObject item, bool disableAllColliders = false, bool disableTriggerColliders = false, bool disableNonTriggerColliders = false) { VRInteractableItem.DisableObjectColliders(item, disableAllColliders, disableTriggerColliders, disableNonTriggerColliders); Rigidbody itemBody = item.GetComponent <Rigidbody>(); if (itemBody != null) { RigidbodyMarker.ReplaceRigidbodyWithMarker(itemBody); } }
//Disable unity physics and collision. For moving item through code static public void FreezeItem(GameObject item, bool disableAllColliders = false, bool disableTriggerColliders = false, bool disableNonTriggerColliders = false) { VRInteractableItem.DisableObjectColliders(item, disableAllColliders, disableTriggerColliders, disableNonTriggerColliders); Rigidbody itemBody = item.GetComponentInChildren <Rigidbody>(); if (itemBody != null) { itemBody.velocity = Vector3.zero; itemBody.useGravity = false; itemBody.isKinematic = true; itemBody.constraints = RigidbodyConstraints.FreezeAll; itemBody.interpolation = RigidbodyInterpolation.None; } }