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Question by WeirderChimp · Apr 10, 2015 at 01:59 PM · c#physicsjointconfigurablejointbreak

OnJointBreak

Hey so im working with joints. ive attaching 2, Lets say cubes, together with a joint on each of them

so cube 1 has a joint with a connected body of cube 2 and cube 2 has a connected body of cube 1

now this is creating lag(because i have lots of them) and some strange behaviors.

the way im trying to fix this is by having 1 joint Lets say on cube one and its connected to cube 2 and trying to find a way so if cube 1's joint is broken it calls OnJointBreak on itself and its connected body (cube 2).

from my understanding OnJointBreak is called after the joint is broken so i cant just call a function on its connected body before it breaks

any help would be greatly appreciated.

Thanks ~Scott

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Answer by Pendrokar · Mar 08, 2016 at 01:36 PM

This is old and you probably already resolved it, in which case you should have mark this as answered. At any case...

from my understanding OnJointBreak is called after the joint is broken so i cant just call a function on its connected body before it breaks

Incorrect, as described in documentation only after 'OnJointBreak' function finishes is the component destroyed.
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