01-08-2020, 12:49 AM
(31-07-2020, 10:35 AM)O,thanks so much!josemendez Wrote: Hi there,
We haven't banned you, and your user account doesn't list as banned in the forum, so you should be able to post normally. What makes you think you might be banned? Edit: we do have anti spam filters in place, that check if you're behind VPN. This might be flagging you as a spammer, as most spammers use VPNs.
constraintIndex is the index of the constraint you want to modify. Each time you call AddConstraint(), you add a new constraint. When you want to later modify an existing constraint, you use the index of the constraint to determine what constraint to modify. 0 for the first constraint, 1 for the second constraint, 2 for the third constraint, etc.
After your code:
Code:batch.AddConstraint(0, character, transform.localPosition, Quaternion.identity);
batch.AddConstraint(blueprint.activeParticleCount - 1, hookAttachment.collider.GetComponent<ObiColliderBase>(),
hookAttachment.collider.transform.InverseTransformPoint(hookAttachment.point), Quaternion.identity);
You would do:
To set the compliance for both the first and the second constraint.