For example I have a tree that I want to cut.
The tree itself is crooked so I start off with a kinematic rigidbody so that it doesn't fall over when the game starts.
Now when I cut it I want the top part of the tree to fall down but the bottom part should still stay in place.
I can get it to work by editing the BzReaplyForce script, but I need to know which part will be positive and which negative so that I can make the correct mesh non kinematic and slide off correctly.
Or is there another way to replicate this?
Hi. It depends on a plane normal. The part that was on the positive side of the normal will be a 'pos' part.