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Question by moontoad · Dec 14, 2014 at 04:48 PM · physics

Breaking joints

So I have this:

 void OnCollisionEnter(Collision c) 
 { 
     var joint = gameObject.AddComponent<FixedJoint>();
     joint.connectedBody = c.rigidbody;
 }

and its tied to the object I am picking up but I want to be able to delete this joint when I press a key so I can drop the object I picked up with

 Destroy (joint);

would I put that in the same class in the Update() method?

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Answer by SkaredCreations · Dec 14, 2014 at 04:50 PM

Declare the variable as class member instead of locally in the function, so it'll be null by default and assigned in OnCollisionEnter, then when you'll need to delete you'll call Destroy(joint) and set the variable back to null.

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avatar image moontoad · Dec 14, 2014 at 04:52 PM 0
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I tried doing var joint = gameObject.AddComponent(); under my class definition but it said that wasnt the right way to declare public vars?

avatar image SkaredCreations · Dec 14, 2014 at 06:11 PM 0
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You have only to declare as class member, but then you have to assign it only in OnCollisionEnter:

 public class Test : $$anonymous$$onoBehaviour {
 
     FixedJoint joint;
 
     void Update () 
     {
         if (Input.Get$$anonymous$$eyDown($$anonymous$$eyCode.Delete)) {
             if (joint != null) {
                 Destroy(joint);
                 joint = null;
             }
         }
     }
 
     void OnCollisionEnter(Collision c) 
     { 
         joint = gameObject.AddComponent<FixedJoint>();
         joint.connectedBody = c.rigidbody;
     }
 }
avatar image moontoad · Dec 14, 2014 at 06:45 PM 0
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hm its still staying connected though it is entering the if statements correctly

avatar image SkaredCreations · Dec 14, 2014 at 08:27 PM 0
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What means "staying connected"? Does it destroy and recreate or don't destroy at all? $$anonymous$$aybe it's entering OnCollisionEnter also after you destroy the joint.

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