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		<title><![CDATA[Maratis forum - Physics update using deactivate function]]></title>
		<link>http://forum.maratis3d.com/viewtopic.php?id=870</link>
		<description><![CDATA[The most recent posts in Physics update using deactivate function.]]></description>
		<lastBuildDate>Fri, 08 Nov 2013 20:24:12 +0000</lastBuildDate>
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			<title><![CDATA[Re: Physics update using deactivate function]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=5918#p5918</link>
			<description><![CDATA[<p>Awesome!</p>]]></description>
			<author><![CDATA[dummy@example.com (com3D)]]></author>
			<pubDate>Fri, 08 Nov 2013 20:24:12 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=5918#p5918</guid>
		</item>
		<item>
			<title><![CDATA[Re: Physics update using deactivate function]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=5917#p5917</link>
			<description><![CDATA[<p>I think it&#039;s a bug, I did replicate it,<br />it happens if deactivate is called inside scene update, I&#039;m not sure why,<br />(it works if deactivate is called before scene update).</p><p>I&#039;ll try to track that down <img src="http://forum.maratis3d.com/img/smilies/wink.png" width="15" height="15" alt="wink" /></p>]]></description>
			<author><![CDATA[dummy@example.com (anael)]]></author>
			<pubDate>Fri, 08 Nov 2013 20:04:59 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=5917#p5917</guid>
		</item>
		<item>
			<title><![CDATA[Re: Physics update using deactivate function]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=5914#p5914</link>
			<description><![CDATA[<p>Couldn&#039;t you make a function that both deactivates the one object and removes the forces of the other objects?</p>]]></description>
			<author><![CDATA[dummy@example.com (Tutorial Doctor)]]></author>
			<pubDate>Fri, 08 Nov 2013 15:25:22 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=5914#p5914</guid>
		</item>
		<item>
			<title><![CDATA[Physics update using deactivate function]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=5913#p5913</link>
			<description><![CDATA[<p>Is there a way to update physics (or something equivalent) for an entire level when using the deactivate function?</p><p>For example, using Jules demo:<br />- if we put 2 crates on top of each other and deactivate the lower one, the top one stays floating in the air (instead of falling)<br />- if we deactivate the room (&#039;Set&#039;), everything else is floating in the air instead of falling</p>]]></description>
			<author><![CDATA[dummy@example.com (com3D)]]></author>
			<pubDate>Fri, 08 Nov 2013 13:09:45 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=5913#p5913</guid>
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