I want to fix an SKNode (the node has a physics body) in space by pinning it to the SKScene. So it can participate in the physics simulation - collide, spin, etc. But not move. Is this allowable? Is there a better way to fix an physical node in space yet have it participate in the physics simulation?
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1make it an edge-based body – CodeSmile Oct 22 '14 at 19:08
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Ah hah! lightbulb has gone off in my head. Pose this as an answer and I will give it to you. Cheers. – dugla Oct 22 '14 at 19:12
1 Answers
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Yes, you can, by setting dynamic
property to NO
:
node.physicsBody.dynamic = NO;

nicael
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Nicael, but SKScene is inherently edge-based (ie, dynamic = no) so there should be no need to set it explicitly. No? – dugla Oct 22 '14 at 19:22
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@dugla I mean that you should set this for SKNode... or am I misunderstanding the question? – nicael Oct 22 '14 at 19:23
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I want an SKNode - SKSpriteNode typically - to be pinned in space using the SKScene as the pin board. So the SKScene is a pin board, each sprite has a pin, I pin the sprite to the pinboard. – dugla Oct 22 '14 at 19:28
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@dulga So whats wrong with my answer?? Set the `physicsBody.dynamic` of this SKNode to `NO`. – nicael Oct 22 '14 at 19:31