06-30-2020, 03:39 PM
CG Volume Controller, as all controllers, can have their behavior summarize to: updates the object's transform every frame. The moment it updates the transform depends on how you configure it (can be in Update, LateUpdate or FixedUpdate).
So controllers don't disable or stop the physics from running, but potentially override (depending on order of execution) the transform's update done by physics. You just have to test what runs first in your project (adding logs is helpful) and come up with a solution accordingly (changing order of execution, changing the updating method used by the controller, disabling the controller at the right time, ....)
To not be overwhelmed, you can start testing with a simple script instead of a controller, for example a script that each frame override's makes a object move in a circle.
I hope this helped
So controllers don't disable or stop the physics from running, but potentially override (depending on order of execution) the transform's update done by physics. You just have to test what runs first in your project (adding logs is helpful) and come up with a solution accordingly (changing order of execution, changing the updating method used by the controller, disabling the controller at the right time, ....)
To not be overwhelmed, you can start testing with a simple script instead of a controller, for example a script that each frame override's makes a object move in a circle.
I hope this helped
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