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Author Topic: [SOLVED] SetisKinematic Not Setting Internally  (Read 1110 times)

iPetProjectDev

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[SOLVED] SetisKinematic Not Setting Internally
« on: May 17, 2012, 01:26:40 PM »
I have created a triggering loop that needs to set a rigidbody isKinematic to true and then false and back to true during transport to a firing tube. When I hit play and use a mouse event the Fsm's fire off waiting for a collision trigger but the ball just remains suspended in air where it was. I check the Inspector rigidbody component and indeed the checkbox is off for isKinematic..but..only if I click it back to true and then false again in the Inspectors rigidbody component..not the FSM..will the rigidbody respond to gravity. Gravity remains checked. Anybody can explain to me what is occurring?

Thx
« Last Edit: May 17, 2012, 03:31:33 PM by Alex Chouls »

Alex Chouls

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Re: SetisKinematic Not Setting Internally
« Reply #1 on: May 17, 2012, 02:24:47 PM »
The rigid body might be asleep. Try using the Wake Up action.

iPetProjectDev

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Re: SetisKinematic Not Setting Internally[SOLVED]
« Reply #2 on: May 17, 2012, 03:29:40 PM »
That was it Alex..Had to put it after setting isKinematic to false and it worked. I put it under the mousedown event and nothing happened when I clicked. SetisKinematic was the next Fsm.

thx