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[Obsolete($"Setter will be removed in a future version, use {nameof(SetTargetPose)} or {nameof(Teleport)}")]
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set=>Teleport(Position,value);
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}
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/// <summary>
@@ -354,15 +356,38 @@ public void ApplyLinearImpulse(Vector3 impulse)
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}
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/// <summary>
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/// Teleporting this body into a new pose, faster than setting both <see cref="Position"/> and <see cref="Orientation"/> individually
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/// Set the pose this body should try to match on the next physics tick, this will collide with objects on the way
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/// </summary>
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/// <remarks>
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/// Using this function to move objects around is not recommended as it results in unrealistic forces being applied on this body, or unexpected stuttering depending on the input.
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/// Consider using a constraint between this body and whatever it is following, or using the different Impulse methods instead <br/><br/>
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/// <paramref name="targetPosition"/> is slightly offset from this entity's Transform <see cref="TransformComponent.Position"/> based on its <see cref="CollidableComponent.CenterOfMass"/> <br/><br/>
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/// This method sets this body's <see cref="LinearVelocity"/> and <see cref="AngularVelocity"/>, setting these properties after the call would overwrite the result of this method
/// Using this function to move objects around is not recommended,
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/// as it disregards any collider that may overlap with the body at this new position,
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/// you should make sure the area is clear to ensure this object does not become stuck in the scenery.<br/><br/>
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/// <paramref name="position"/> is slightly offset from this entity's Transform <see cref="TransformComponent.Position"/> based on its <see cref="CollidableComponent.CenterOfMass"/>
@@ -377,6 +402,18 @@ public void SetPose(Vector3 position, Quaternion orientation)
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Entity.Transform.Rotation=orientation;
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}
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/// <summary>
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/// Teleport this body into a new pose
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/// </summary>
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/// <remarks>
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/// Using this function to move objects around is not recommended,
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/// as it disregards any collider that may overlap with the body at this new position,
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/// you should make sure the area is clear to ensure this object does not become stuck in the scenery.<br/><br/>
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/// <paramref name="position"/> is slightly offset from this entity's Transform <see cref="TransformComponent.Position"/> based on its <see cref="CollidableComponent.CenterOfMass"/>
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/// </remarks>
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[Obsolete($"This method will be removed in the future, use {nameof(Teleport)} instead")]
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