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Ugly Textures.


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And yes, Camacha, that is by FAR the easiest way to do it, and they've finally got it mostly fixed to work right! (Does anyone know if surface attach nodes work correctly now? I should try that later.) What you do is place an empty gameobject in your unity hierarchy, with the blue arrow pointing out (as in, towards the part that will attach to it in the editor) and then in the config file instead of defining a node with that long string of numbers you add something like :

NODE

{

name = top

transform = nodeTop // Or whatever your transform name is.

size = 1 // Will always be 0 until fixed.

method = FIXED_JOINT // will always be FIXED_JOINT until fixed.

}

where nodeTop is the name of the gameobject. There are a couple of other things to know about it... the last thing I read said that the top and bottom stack nodes always need to be the last two nodes you configure in the file, if you've got more than two, and there was an issue with using gameobjects to define the attach node for surface mount parts... but I haven't tried that since .90 came out, so it may be better now too. It's WAY easier, for me at least, to position the node in Unity visually than to keep reloading the config file as you try to dial it in numerically the old fashioned way.

I got this working, but I am having the weird problem that things will only attach using the top and bottom nodes. At first it was even worse, but putting them last in the configuration file fixed that, so your statement does appear to be true. I have two side nodes, but things will only hook onto those when the attaching object is hooked on by using its top or bottom node. Using side nodes will not work. Attaching to side nodes does work.

I am not sure whether this is a game limitation or that I am doing something wrong. I will need to investigate a little further.

Edited by Camacha
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