How do I activate and deactivate or atleast destroy the diffrent components in unity scripting API
Like a FixedJoint I had to work around this by using this
FixedJoint.breakForce=0
instead of the old
FixedJoint.active=false
Please note I wasn’t using unity in the day’s of 2.0 So I may be dead wrong
Try setting the enabled property to false. if its a rigidbody, instead set the isKinematic to true and useGravity to false
To destroy a component, use the Destroy function and supply the component itself. Use GetComponent to get the component in script.
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Could you possiblly give me an example?
Start with:
gameObject.addComponent(FixedJoint)
Now show me how to destroy that component since I have heard you’re answer from the compiler but am still stumped 
I’m not sure but:
In C#:
Destroy(GetComponent());
In Unityscript:
Destroy(GetComponent(FixedJoint));
or to disable the component:
In C#:
FixedJoint f = GetComponent();
f.enabled = false;
In Unityscript:
var f : FixedJoint = GetComponent(FixedJoint)
f.enabled = false;
2 Likes
Senshi
5
anomalous: Spot on, but with a small Syntax error. In UnityScript it should be:
var f : Fixed Joint = GetComponent(FixedJoint)
f.enabled = false
[/nitpicking]
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whoops, haha, I haven’t coded in UnityScript in a long time, thanks for the correction
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var f : [B]FixedJoint[/B] = GetComponent(FixedJoint)
f.enabled = false
[/also nitpicking]