55 lines
2.4 KiB
C#

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated May 1, 2019. Replaces all prior versions.
*
* Copyright (c) 2013-2019, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
* OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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* NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
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* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
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*****************************************************************************/
using UnityEngine;
namespace Spine.Unity.Examples {
/// <summary>
/// This component is intended to increase the physics solver iteration count
/// for Rigidbody Joint setups which would otherwise be too unstable.
///
/// To use this example component, add it to a GameObject which is parent of
/// one or more Rigidbody instances. The physics setting "solver iteration count"
/// will be overwritten by the provided value.
/// </summary>
[DisallowMultipleComponent]
public class SetRigidbodySolverIterations : MonoBehaviour
{
public int solverIterations = 30;
void Awake () {
var rigidbodies = this.GetComponentsInChildren<Rigidbody>();
foreach (var rb in rigidbodies) {
rb.solverIterations = solverIterations;
}
}
}
}