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The Kinematics Controller is responsible for managing and updating all contained Kinematic Joints in the correct order (taking both priority and kinematic relationships into account). For it to To work properly, the Kinematics Controller needs to be placed in the hierarchy above any joints it should control. After creation the Controller will automatically takeover management of the contained joints.
Generally it is wise to use just one Kinematics Controller in your scene for all your the joints, however using multiple Controllers is possible, but may lead to undesirable behavior.
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Kinematics Controller | |||
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Script | The Kinematics Controller script | ||
Execute in Editor Mode | On by default. If When this toggle is set enabled, true Kinematic behavior behaviour (Limits and Relationships) will also be enacted outside play mode in the Unity Editor. The Kinematics Controller runs on the Unity Fixed Update within play mode, and on a custom update cycle outside play mode Note that Individual Kinematic components have a matching override ‘Enforce ‘Enforce Outside Playmode’ Playmode’ that should also be on enabled in order for it to work outside play mode
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Contained Kinematic Relations | List with the kinematic relations found as children - and controlled by the kinematics controller. The content of this list is automatically controlled in - and outside play mode, please do not change the values manually.
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Sorted Kinematic Relations | The controlled kinematic relations sorted by their respective solver passes (i.e. in what pass within a simulation frame is a Kinematic Joint solved, and when does it receive )
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Check For New Relations Outside Playmode Interval | The time interval to check for new or removed kinematic relations outside play mode in seconds. |