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Question by kaloss · Jul 29, 2011 at 03:17 AM · configurablejointunity3.4

Help with configuredInWorldSpace in Unity 3.4

So with the new Unity 3.4, my game is completely broken. It is a 2D game so I locked some motions in the Configurable Joint settings and checked Configured in World Space. Everything works fine in 3.3. However, the Unity team changed something in 3.4 that makes the object fly arround in 3D space when they collide.

Here is the line from What's new in Unity 3.4:

ConfigurableJoint.configuredInWorldSpace will no longer result in a wrong coordinate space. Projects using this setting need to be readjusted!

So how can I "readjust" the setting? They haven't told me.

I have tried to reset and reconfigure it, remove -> re-add -> reconfigure it but things are still flying around.

I emailed them but it have been days and I haven't heard anything from them.

Anyone here can help me?

Thanks alot!!!

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avatar image Waz · Jul 29, 2011 at 03:59 AM 0
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Why don't you just use the constraint options in the Rigidbody that were added in 3.3? They are exactly intended for 2D physics.

avatar image kaloss · Jul 29, 2011 at 04:03 AM 0
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So what's up with that configurable joint? It's too late for me to add or tweak anything new. I'm at the testing stage already. Adding new thing will be a huge pain

avatar image kaloss · Jul 29, 2011 at 04:04 AM 0
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Note: I've been working with this game since 3.0

avatar image Waz · Jul 29, 2011 at 04:07 AM 0
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I'm talking about removing the ConfigurableJoint and changing the Rigidbody settings.

If that is too big a change, then upgrading to 3.4 was way too big a change.

avatar image kaloss · Jul 29, 2011 at 04:10 AM 0
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Hmm... ok, i will try it on one scene. Never used this before. What option should i check then?

I have to update to 3.4 because it fixes many critical bugs on Android basic

avatar image Joshua · Jul 29, 2011 at 04:10 AM 0
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never update mid-project and never upgrade without backing your project folder up.. ;)

avatar image kaloss · Jul 29, 2011 at 04:13 AM 0
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yeah. I back it up already :)

avatar image Waz · Jul 29, 2011 at 04:20 AM 0
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On the Rigidbody, there are Constraints. Lock the axes you need.

As for backups, you should have those regardless of upgrading.

avatar image kaloss · Jul 29, 2011 at 04:21 AM 0
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@Warwick: So i got things working with the constraints. Thanks alot!!

The huge pain is that I have to do it manually on every scenes. A lot of objects have lost their prefab connection. Well, still better than sticking with 3.3

avatar image kaloss · Jul 29, 2011 at 04:25 AM 0
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Still wondering whats up with the configurable joint though..........

avatar image Joshua · Jul 29, 2011 at 04:25 AM 0
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If it's to much manual work, consider using an Editor script. This should get you going: http://unity3d.com/support/documentation/ScriptReference/EditorUtility.ReconnectToLastPrefab.html

avatar image Waz · Jul 29, 2011 at 04:30 AM 0
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So for the benefit of future readers, were you using a targetPosition and a spring or locking the joint axis motions? The latter should not have broken, but I can see how the former may have.

avatar image Waz · Jul 29, 2011 at 04:31 AM 0
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Be careful reconnecting - it loses settings. In future, you'll be careful about maintaining prefabs :-)

avatar image kaloss · Jul 29, 2011 at 04:36 AM 0
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I think i will lock the axis motions :)

This is my first work in Unity, so i made many mistakes. Will be more careful :)

Thanks!

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