OfflineRigidbody - Add a Getter for the RigidbodyPauser
#756
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AustinEast
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Feature Request
Replies: 4 comments 1 reply
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Doesn't this already exists?
…On Thu, Aug 15, 2024, 6:01 PM Austin East ***@***.***> wrote:
I've recently found the need to access the RigidbodyPauser in my Offline
Rigidbodies to work with my pooling system - my projectiles have the
possibility of getting spawned from the pool with their rigidbodies paused,
but i need to be able to set their velocity in that moment, so heres what
works for me:
// Pooled Projectile Spawning logic...
...
if (projectileObject.TryGetComponent<OfflineRigidbody>(out var offlineRigidbody)){
var rigidbodyPauser = offlineRigidbody.GetRigidbodyPauser();
rigidbodyPauser.Unpause();}
if (projectileObject.TryGetComponent<Rigidbody>(out var projectileRigidbody) && !projectileRigidbody.isKinematic){
projectileRigidbody.velocity = direction * gunSettings.projectileSettings.speed;}
if (PredictionManager.IsReconciling && offlineRigidbody != null){
var rigidbodyPauser = offlineRigidbody.GetRigidbodyPauser();
rigidbodyPauser.Pause();
My request is to add a getter like this to make this possible:
public partial class OfflineRigidbody : MonoBehaviour{
...
public RigidbodyPauser GetRigidbodyPauser() => _rigidbodyPauser;}
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This was added some releases ago after your request. Closing :) |
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I don't see where it's been added in |
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Oh offline rigidbody, sorry. It has not been added. I will expose it but I
can probably do you one better though next update or the one after that.
…On Sun, Oct 6, 2024, 6:26 PM Austin East ***@***.***> wrote:
I don't see where it's been added in OfflineRigidbody, am i missing a
partial class somewhere?
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I've recently found the need to access the
RigidbodyPauser
in my Offline Rigidbodies to work with my pooling system - my projectiles have the possibility of getting spawned from the pool with their rigidbodies paused, but i need to be able to set their velocity in that moment, so heres what works for me:My request is to add a getter like this to make this possible:
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