-
That's what ai ended up having to do.
-
How is the list of selected objects sorted, and is there a way to sort them from first selected to last?
-
Any work around?
-
Wow, that's weird. Is there any way to tell if the entity is actually removed?
-
How do I detect when an object has been deleted from the editor? Right now, I have an object overrided with the OnRemoveFromManager method, and it gets called when I move the object. Very strange.
-
Okay, I don't know if I'm missing anything. But, is there any way I can create a scene object in code, submit it to the object manager, and then edit it in the editor? Maybe there's some simple flag I'm not checking?
-
I don't see that method under the collision move.
-
Is there any way I can get how much force is applied to an object? Or test the force within a collision?
-
So, as long as I only apply scale and rotation matrixes to the world, I can still use the physics?
-
Okay. So I can just make a mesh that approximates the trunk, and set that object to collide. Then, the actual tree object will be set to have no collision, it's just there for rendering purposes. But, is there no way to just edit the bounding box information for a scene object?