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Posted

I think Leadwerks had this... can we get this for Ultra too?

CreateVectorJoint()

Would also need to change its pin as well... something Leadwerks didn't allow from memory.

vector->SetPin(0, 1, 0)

 

Posted

The kinematic joint would rotate the entity to whatever rotation you set. The vector joint will still let the entity spin freely around the vector if something hits it.

Let's build cool stuff and have fun. :)

Posted

Alternatively if we had access to the newton world and entities bodies we could probably use newton commands ourselves.

float pin[3] = {0, 1, 0};
auto joint = NewtonConstraintCreateUpVector(world->GetPhysicsWorld(), pin, entity->GetBody())

 

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