EntityComponentSystemSamples
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Why use Set Inertia Inverse Behavior script? Cannot we set infinity to Inertia Tensor?
I know that the Inertia Inverse values are inverse of each Inertia Tensor value.
We can lock angular with the infinity value of Inertia Tensor without other scripts. To lock Cube's x and z, we just enter [infinity, 0.5, infinity] to Inertia Tensor.
I see correct work with Unity Physics 0.2.5-preview0 and 0.2.5-preview1.
It is better than SetInertiaInverseBehaviour scripts.
Do you have a belief to use SetInertiaInverseBehaviour? I propose to delete it and replace Inertia Tensor with infinity.
I prefer if we directly added an equivalent of the Freeze Position/Rotation X, Y, Z options to the Unity.Physics package instead.
I also agree that the inertia tensor diagonally isn't particularly intuitive to set. The current XYZ should maybe be changed represent a scale factor for the calculated value?