I think the first option may need to be the way to go (child object under main with love/hate stuff).
The parent game object for characters has the capsule colliders and rigidbody on it (amongst other things - models and such are child game objects of it though), and IIRC (could be totally off, trying to look it up) if we were to move all of that to a child GO then the top level GO would never "move" and all movement of the child that does move would become relative to the parent GO which may be undesired.
Is there a way to use Love/Hate without relying on GameObjects?
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Re: Is there a way to use Love/Hate without relying on GameObjects?
Good point!
If you chose the second option, you'd have to keep your physics components on the main GameObject and disable them if necessary instead of deactivating them on a child GameObject.
If you chose the second option, you'd have to keep your physics components on the main GameObject and disable them if necessary instead of deactivating them on a child GameObject.