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Constraints the motion of a GameObject to a translation over a Spline.
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Where to find
The Prismatic Joint can be found under Mechanics > Add Kinematics > Prismatic Joint and will be added to the selected object. Without a selection a Prismatic Joint will be added to a new Empty GameObject.
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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. | ||
Prevent Further Kinematic Update on this GameObject | Allows lower priority kinematic transforms on the same GameObject to be skipped in calculations. | ||
Allow Direct User Input | Allows the user to manipulate the prismatic joint with the scene gizmo. | ||
Min. User Input Translation Offset | The minimum value the user must input before translations are applied. | ||
Min. User Input Rotation Offset | The minimum value the user must input before rotations are applied. | ||
Kinematic Chaining | |||
Opposing Relation Instance | The kinematic transform you want to link the prismatic joint to. | ||
Relation Direction | Describes the direction of the manipulation of the Transforms. The following options are available:
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Relation Type |
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Motion Direction is Reversed | When enabled, the manipulation to/from the opposing kinematic transform is inverted. | ||
Limit Relation & Update Settings | |||
Spline Input field | Defines the spline to which the Prismatic Joint is bound to. | ||
Prismatic Joint Settings | |||
Spline Constraint Lenght | The lenght 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 ControlPoint | Updates the Target Control Point to the current spline position. |
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How to use
1. Create a Spline and use it to define the path you want the prismatic joint to follow.
2. Add the Spline to the Prismatic Joint and create a new Transform Relation, add an Opposing Relation Instance and define the other settings as needed.
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