I have an entity with a box model, box collider, and rigidbody.
I have a small plane with a box collider.
I position the box “high up in the air” over the plane.
When I run the game, the box falls and lands on the plane. Perfect.
I position the box “high up in the air” but not over the plane.
When I run the game, the box falls, misses the plane, and falls forever. Perfect.
Now, I put the box back where it will hit the plane when it falls.
I let it fall and land on the plane.
Then using a drag and drop script, I set the entity’s position to a vector where a raycast from the camera, and a new plane emitted from the box itself (pc.Plane) collide. The entity is now set to the new position, like any drag and drop system.
PROBLEM!
When I drag the box off the plane, where it should fall off the “world” into infinity, it does not fall! It appears that the rigidbody no longer works! After using “this.entity.setPosition(this.hitPosition);” to drag the box, it seems like the rigidbody is dead. Gravity no longer affects it. I’m really not doing anything other than using setPosition…
What could be wrong?