Oddity 2 came some eleven years later and took full advantage of the latest technology to expand on the Oddity concept and make it into something way more than the humble original. Now we could all revel in the raucous, wild tone of the Odyssey, making it howl and scream in equal measure. It captured the tone and the user interface perfectly. So Oddity stuck to the basics and did it very well indeed. Purists wanted 1:1 recreations and the technology of the day was still in its relative infancy. Back then, doing anything over and above what the hardware could do was mostly out of the question. The first version launched nearly 20 years ago, as one of the first real attempts at recreating Alan R. I also noticed that the "autoConfigureConnectedAnchor" option is setting the connected object to WorldCoordinates now instead of LocalCoordinates, which makes things warp around crazily too, if you have it enabled.GForce‘s mantra is one of getting as close to the original as possible. I've got the anchor point at the spaceman (0,0,0 locally) and the hinge on the spaceman, with the connectedanchor point being at the local(relative) position of the object.) (my use case: little space man "grabs" a rock player can move around and the rock swings around you as if it were tethered. Maybe I'm missing something obvious though. I'm also seeing the rotation of objects resetting or adjusting upon connection, though I see no transform adjustments anywhere, which makes me think it's some sort of contstraint bug or something. After updating to Unity 5.1 I've noticed strange behaviour with hingejoints - after programatically attaching a hinge between two dynamic objects (that are sitting still/no gravity), they both "twitch" and start spinning around each other for a brief period of time (they'll settle, and this doesn't always happen).
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