Switching isKinematic on and off is causing some strangeness

Hi there,
I have this object in my scene that is a rigidbody object, and I’d like to be able to switch it’s rigidbody on and off at various points in the scene, but when I do this it seems to slow down the dynmics of the object.
If I turn it off and on several times with this script, the object will start to go into slowmotion and fall to the ground like it has heaps of drag…

function Pause(){
	StoredVelocity = rigidbody.velocity;
	rigidbody.isKinematic = true;
}

function Resume(){
	rigidbody.isKinematic = false;
	rigidbody.AddForce (StoredVelocity, ForceMode.VelocityChange);
}

Any ideas?
THanks
Pete

AddForce doesn’t give the object its velocity perfectly using the technique you’ve outlined. You’re better off saying rigidbody.velocity = StoredVelocity;

Thanks GargerathSunman but I was originally doing just that and it still gets this weird slowmo physics thing where the object will fall really slowly. It’s pretty unusual, I did find that it seemed to be fine when the object was airborne but if it was in contact with something when it was “Paused” it would start to display this behavior…
I’ll se if i can repro it in a web player

Hi! I have the same problem… I thought my problem was "OnEnter / OnStay / OnExit"Collision events, but I have tried the game without changing the “IsKinematic” flag and it does not get slowed down…

Have you been able to fix it?

I have no clue about any solutions :frowning:

Sorry for my bad english.