Comments (1)
As an uninformed bystander, I think you should support option 2 for ease of use and option 3 for those who need precision.
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Related Issues (20)
- CanTouch Property for RigidBodies. HOT 1
- Applying upwards force, makes the rigidbody go downwards HOT 2
- CanRotate property for rigidbodies HOT 2
- RigidBody:SetSize() changes only the size of the GuiObject
- N-gon Custom Rigid Body Construction Plugin HOT 1
- FPS Unlocker causes physics issues HOT 2
- self is nil in Engine:Start() method HOT 1
- Move a rigidbody without freezing it in the air HOT 13
- Is there a method for stopping an :ApplyForce()? HOT 2
- Getting the error "RenderStepped event can only be used from local scripts" when using engine:Start() HOT 1
- Error Code with mouse constraints
- 2D multiplayer sync? HOT 3
- Engine still maintained? HOT 2
- keep velocity after collision HOT 1
- how do I get the MouseConstraint to work? HOT 1
- ApplyForce wont stop after value is set to false HOT 2
- Lots of rigidbodies lagging the game
- Collisions break if body goes outside the viewport HOT 1
- Get name of obj that touched the rigidbody using .Touched
- :CreateCanvas() creating a canvas in the wrong position?
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