Fix hand going Non-Kinematic when only hand.physics is false and humaonid.physics is true
This commit is contained in:
parent
156571e376
commit
e75e412d10
@ -455,7 +455,7 @@ namespace Passer.Humanoid {
|
|||||||
AddTrackedRigidbody(trackedRigidbody);
|
AddTrackedRigidbody(trackedRigidbody);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (humanoid.physics && grabbedRigidbody)
|
if (this.physics && grabbedRigidbody)
|
||||||
AdvancedHandPhysics.SetNonKinematic(handRigidbody, colliders);
|
AdvancedHandPhysics.SetNonKinematic(handRigidbody, colliders);
|
||||||
|
|
||||||
// This does not work in the editor, so controller input cannot be set this way
|
// This does not work in the editor, so controller input cannot be set this way
|
||||||
@ -796,7 +796,7 @@ namespace Passer.Humanoid {
|
|||||||
Object.DontDestroyOnLoad(grabbedObject);
|
Object.DontDestroyOnLoad(grabbedObject);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (humanoid.physics)
|
if (this.physics)
|
||||||
AdvancedHandPhysics.SetNonKinematic(handRigidbody, colliders);
|
AdvancedHandPhysics.SetNonKinematic(handRigidbody, colliders);
|
||||||
|
|
||||||
if (grabbedRigidbody)
|
if (grabbedRigidbody)
|
||||||
|
Loading…
x
Reference in New Issue
Block a user