Remove joint issue

Topics: Developer Forum, User Forum
Feb 2, 2013 at 11:01 AM
Edited Feb 2, 2013 at 11:02 AM
Hi,
  Previously i was using Box2D.XNA, now i use Farseer and it's far more better in many way :)

But i'm running into a problem: I can't find a way to remove a Revolute Joint. I use it to fix my player's body on a rope, so when i press the button i create the joint and when i release the button i destroy it, pretty simple but it doesn't work.

 The Revolute Joint is create, no problem with that, and work well. But when i use RemoveJoint, nothing happen...
m_RopeJoint = JointFactory.CreateRevoluteJoint(_World, _PlayerBody, _RopeBody, Vector2.Zero);
if (m_RopeJoint != null)
{ 
      if( m_RopeJoint.Active )
      {
             _World.RemoveJoint(m_RopeJoint);
      }
}
Coordinator
Feb 3, 2013 at 4:08 AM
Are you sure that m_RopeJoint.Active returns true? Removing the joint using World.RemoveJoint() does work.
Feb 3, 2013 at 10:31 AM
Ok. i finally find the solution somewhere else. The RemoveJoint function worked well indeed :)
thank you !