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Note

Joints must be placed as children of a Kinematics Controllerin the hierarchy.

The following inspector component will be shown:

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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 joint to work in edit mode.

Prevent Kinematic Update

Removes the 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 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

Create new Leading Transform Relation

Creates a new leading relation between Transforms.

Create new Trailing Transform Relation

Creates a new trailing relation between Transforms.

Warning

Trailing Transforms are obsolete and will be removed in the near future.

Opposing Relation Instance

The kinematic transform you want to link the joint to.

Relation Direction

Describes the direction of the manipulation of the Transforms. The following options are available:

  • BIDIRECTIONAL: Allows for both kinematic transforms, when they are being manipulated, to manipulate each other equally.

  • RECIEVE_ONLY: Allows for the joint, when it is being manipulated, to manipulate the opposing kinematic transform, but not the other way around.

  • SEND_ONLY: Allows for the opposing kinematic transform, when it is being manipulated, to manipulate the joint, but not the other way around.

Relation Type

Used when 2 different size Wheel Joints need the same rotational speed. The following options are available:

  • TRANSLATION: Translates the transforms using the Wheel Radius.

  • ROTATION: Translates the transforms without using the Wheel Radius.

Motion Direction is Reversed

When enabled, the manipulation to/from the opposing kinematic transform is inverted.

Wheel Joint Settings

Also Manage Translation

Locks the position of the Wheel Joint object.

Wheel Radius

The Radius of the Wheel Joint.

Use Sceen Gizmo to set Radius

When checked a handle in the Scene view is added and can be manipulated manually to set the Wheel Radius.

Wheel Axis Direction

A Scene Vectordescribing the axis of the Wheel Joint.

Wheel Forward Direction

A Scene Vectordescribing the forward direction of the Wheel Joint.

Limit Rotation

Limit Rotation

When checked more settings appear to set the minimum and maximum rotation of the Wheel Joint.

Limit Notation

The notation of the limits. The following options are available:

  • DEGREES: displays the limits in degrees.

  • REVOLUTIONS: Displays the limits in number of revolutions.

  • RADIANS: Displays the limits in radians.

Minimum Rotation Limit

The minimum rotation limit of the Wheel Joint.

Use Scene Gizmo to set Min. Limit.

When checked a handle in the Scene view is added and can be manipulated manually to set the Minimum Rotation Limit.

Maximum Rotation Limit

The maximum rotation limit of the Wheel Joint.

Use Scene Gizmo to set Max. Limit.

When checked a handle in the Scene view is added and can be manipulated manually to set the Maximum Rotation Limit.

Wheel Joint State

Current Rotation Notation

The notation of the Current Rotation State. The following options are available:

  • DEGREES: displays the limits in degrees.

  • REVOLUTIONS: Displays the limits in number of revolutions.

  • RADIANS: Displays the limits in radians.

Current Rotation State

Current rotation of the wheel joint.

Relative Rotation Space Share

Describes the current rotation of the Wheel Joint relative to its total limited rotation range. Normalized between 0 and 1.

Sceneview Settings

Show in Sceneview

When checked all gizmo’s and handles of the Wheel Joint are shown in the scene view.

Show when not selected

When checked all gizmo’s and handles of the Wheel Joint are shown in the scene view even when the object is not selected.

Wheel Plane color

The color of the Wheel Radius.

Axis Direction color

The color for the Wheel Axis Direction.

Forward Direction color

The color for the Wheel Forward Direction.

Current Rotation color

The color for the Current Rotation State.

Rotation Limit Color

The color for the Minimum Rotation Limit and Maximum rotation limit.

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How to use

1. Add a Wheel joint to an object.

2. Set the Wheel Axis Direction to the desired direction.

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3. Set the Wheel Radius to the desired radius.

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4. Create a new Transform Relation, add an Opposing Relation Instance and define the other settings as needed.required

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5. Test if the Transform Relations are working.

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1. Click the Limit Rotation checkbox.

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2. Use the Minimum Rotation Limit and Maximum rotation limit fields or use the scene gizmo’s to set the limits.

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3. Test if the limits work by manipulating both Joints.

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