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Constraints the motion of a GameObject to a translation over a DSpline.
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Where to find
The Kinematic Prismatic Joint can be found under Mechanics > Kinematics > Kinematic Joints > Kinematic Prismatic Joint and will be added to the selected object. Without a selection, a Kinematic Prismatic Joint will be added to a new empty GameObject.
Note |
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Joints must be placed as children of a Body Controller in the hierarchy |
The inspector for a newly added Kinematic Prismatic Joint will look like this:
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Generic Joint Settings | |
Pass Priority | Priority of the kinematic chain calculations. Higher numbers are calculated earlier. |
Enforce Outside Playmode | Enforces the prismatic joint in edit mode. |
Prevent Kinematic Update | Removes the prismatic joint from the kinematic chain calculations. |
Min Translation Delta | The minimum value the joint detects as a change in position. |
Min Rotation Delta | The minimum value the joint detects as a change in rotation. |
Kinematic Chaining | |
Show in Scene View | Shows chained connections of this object through arrows. |
Show When Not Selected | Shows chained connections of this object through arrows even when the object is not selected. |
Add Kinematic Transfer Relation | When a kinematic Body is dragged into this a transfer relation between them is created. |
Opposing Kinematic Relation | The Kinematic Body which this relation is connected. |
Relation Direction | Describes the direction of the manipulation of the Transforms. The following options are available:
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Ratio | The ratio in which the relation is done (1 means all the applied rotation translation is equally transferred). |
Invert Relation | If the relation is in inverted direction (so if rotating to right the connected object rotates to the left). |
Prismatic Joint Settings | |
Apply Rotation Spline | If the rotation of the spline should be applied to the prismatic joint. |
Apply Soft Limit | If should apply a limit on percentage on the spline. |
Lower Limit | The soft lower percentage limit. |
Upper Limit | The soft upper percentage limit. |
Constraining DSpline | The DSpline used to constrain this joint. |
Spline Length | The length of the spline |
Current Spline Position | Normalized position of the Prismatic joint over the spline between 0 and 1. |
Target Control Point | The Spline point to be used for Update Limit ControlPoint. |
Update Limit Control Point | Updates the Target Control Point to the current spline position. |
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How to use
Create a DSpline and use it to define the path you want the prismatic joint to follow.
Add the DSpline to the Kinematic Prismatic Joint and create a new Transform Relation, add an Opposing Relation Instance and define the other settings as needed.
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