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Posted

I think Josh mentioned somewhere that kinematic joints are ment to replace those commands and allthough they can still be used, it is adviced to use new ones. That is the reason they are removed from the reference.

Posted

I used world->FindEntity yesterday and was surprised to not find it in the docs either.  I assume that one is an unofficial function but it would be nice to know this somehow, for every function (whether they're unofficial or yet to be documented).

Posted

PhysicsSetPosition and PhysicsSetRotation have been removed from the docs and are only included in the engine for backwards compatibility.  The kinematic joint works much better.

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

Could we get an example for those new functions ?

  • Joint Kinematic(number posx, number posy, number posz, Entity entity)

For example for this one, what should be (posx, posy, posz) ? The entity:GetPosition(true) ??

thx

 

 

Posted

Yes, that is what I would use.

The other relevant functions are SetTargetPosition(), SetTargetRotation(), and SetFriction().

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

thx Josh, one more thing, would this be right (as part of a script): 

 

local JointExample=Joint:Kinematic(number posx, number posy, number posz, Entity entity)

JointExample:SetTargetRotation(Vec3 rotation, number blend=0.5)   -- this will rotate the entity atached

?

thx

 

 

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