Merge pull request #2893 from joanllobera:fix/passive-attribute-droped
PiperOrigin-RevId: 878958794 Change-Id: I2d1fe080bd02b5c3e685cefbf36d45821cdfb46d
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@@ -327,7 +327,7 @@ public class MjGlobalSettings : MonoBehaviour {
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public static MjGlobalSettings Instance {
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get {
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if (_instance == null) {
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var instances = FindObjectsOfType<MjGlobalSettings>();
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var instances = FindObjectsByType<MjGlobalSettings>(FindObjectsSortMode.None);
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if (instances.Length > 1) {
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throw new InvalidOperationException(
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"Only one MjGlobalSettings instance is allowed - please resolve manually.");
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@@ -50,7 +50,7 @@ public class MjScene : MonoBehaviour {
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public static MjScene Instance {
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get {
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if (_instance == null) {
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var instances = FindObjectsOfType<MjScene>();
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var instances = FindObjectsByType<MjScene>(FindObjectsSortMode.None);
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if (instances.Length >= 1) { // even one is too much - _instance shouldn't have been null.
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throw new InvalidOperationException(
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"A MjScene singleton is created automatically, yet multiple instances exist.");
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@@ -135,7 +135,7 @@ public class MjScene : MonoBehaviour {
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// I briefly explored that approach, but decided against it. It increases the amount of code
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// on the side of the individual components. This solution allows to restrict the code in the
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// components to a bare minimum, at the expense of one extra method here.
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var hierarchyRoots = FindObjectsOfType<MjComponent>()
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var hierarchyRoots = FindObjectsByType<MjComponent>(FindObjectsSortMode.None)
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.Where(component => MjHierarchyTool.FindParentComponent(component) == null)
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.Select(component => component.transform)
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.Distinct();
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@@ -209,7 +209,7 @@ public class MjScene : MonoBehaviour {
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// 4. rehydrate the physics scene, and sync the Unity scene to it.
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public unsafe void RecreateScene() {
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// cache joint states in order to re-apply it to the new scene
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var joints = FindObjectsOfType<MjBaseJoint>();
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var joints = FindObjectsByType<MjBaseJoint>(FindObjectsSortMode.None);
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var positions = new Dictionary<MjBaseJoint, double[]>();
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var velocities = new Dictionary<MjBaseJoint, double[]>();
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foreach (var joint in joints) {
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@@ -22,8 +22,8 @@ public static class ConvertMj2Rca {
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private static MjActuator[] _actuators;
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private static MjExclude[] _excludes;
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public static GameObject ConvertTree(MjBody mjRoot) {
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_excludes = GameObject.FindObjectsOfType<MjExclude>();
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_actuators = GameObject.FindObjectsOfType<MjActuator>();
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_excludes = GameObject.FindObjectsByType<MjExclude>(FindObjectsSortMode.None);
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_actuators = GameObject.FindObjectsByType<MjActuator>(FindObjectsSortMode.None);
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// does it have joints with its parent?
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bool jointFound = false;
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foreach (Transform mjChild in mjRoot.transform) {
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@@ -283,7 +283,7 @@ public static class ConvertMj2Rca {
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}
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// The list of available ArticulationBodies changes as the recursion advances
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foreach (var rcOther in GameObject.FindObjectsOfType<ArticulationBody>()) {
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foreach (var rcOther in GameObject.FindObjectsByType<ArticulationBody>(FindObjectsSortMode.None)) {
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// don't add explicit exclusion to immediate parent (no children yet)
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if (rcParentParent != rcOther && rcOther.gameObject.name == other) {
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// MISSING: Physics.IgnoreCollision statements between all colliders of rcParent
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@@ -72,7 +72,7 @@ public static class MjHierarchyTool {
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// Finds a single component that matches both the type and the name criteria.
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public static T FindComponentOfTypeAndName<T>(string name) where T : MjComponent {
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var components = UnityEngine.Object.FindObjectsOfType<T>().Where(
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var components = UnityEngine.Object.FindObjectsByType<T>(FindObjectsSortMode.None).Where(
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component => component.gameObject.name == name);
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var numComponents = components.Count();
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if (components == null || numComponents == 0) {
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