Is your feature request related to a problem? Please describe.
For Bepu physics, there are scenarios when we need to disable the physics component and then enable it back, and for cases when we're converting from Bullet, a Enabled property would be the most useful.
Describe the solution you'd like
Bepu CollidableComponent should have an Enabled property, the same as Bullet has.
Describe alternatives you've considered
Currently you could use a script as an adapter and keep references to the Entity and the CollidableComponent, then call Entity.Add(collidable), Entity.Remove(collidable)
Another alternative is to call Entity.Add(collidable), Entity.Remove(collidable) from the controller script
Both alternatives creates design clutter; it isn't a big deal if one works on a demo project, but when one works on a more serious project, like myself :) , it creates friction and it feels like you're working against the engine and its quirks.
Is your feature request related to a problem? Please describe.
For Bepu physics, there are scenarios when we need to disable the physics component and then enable it back, and for cases when we're converting from Bullet, a Enabled property would be the most useful.
Describe the solution you'd like
Bepu CollidableComponent should have an Enabled property, the same as Bullet has.
Describe alternatives you've considered
Currently you could use a script as an adapter and keep references to the Entity and the CollidableComponent, then call Entity.Add(collidable), Entity.Remove(collidable)
Another alternative is to call Entity.Add(collidable), Entity.Remove(collidable) from the controller script
Both alternatives creates design clutter; it isn't a big deal if one works on a demo project, but when one works on a more serious project, like myself :) , it creates friction and it feels like you're working against the engine and its quirks.