Hi. I’m looking for a cheap way for stopping the physic simulation.
In my game you basically roll around a ball using physics. When the ball hits the finish, I want the ball and every other rigidbody to stop. However I also want to use particle effects afterwards, so I can’t set Time.timeScale
to 0.
I’ve tried to set every(Rigid)bodys velocity to 0 during FixedUpdate, but they were still moving slowly under gravity. Besides this seems too crude to me anyways.
Thanks alot.