Hi!
Pretty simple question. After using mesh.physicsImpostor.addJoint(mesh2, joint); I’m wondering if there is a mesh.physicsImpostor.removeJoint(mesh2, joint); or something similar. Is it a thing?
Thanks for help, Givo
Hi!
Pretty simple question. After using mesh.physicsImpostor.addJoint(mesh2, joint); I’m wondering if there is a mesh.physicsImpostor.removeJoint(mesh2, joint); or something similar. Is it a thing?
Thanks for help, Givo
pinging @Cedric
Hi Givo, does this work for you?
scene.getPhysicsEngine().removeJoint();
https://doc.babylonjs.com/api/classes/babylon.physicsengine#removejoint
Yes! Thanks!
why is it under scene?