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Table of Contents |
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Overview
Constraints the motion of a GameObject to translation over a Splineand rotation by Pitch and position along the Spline.
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Where to find
The Helical Joint can be found under Mechanics > Kinematics > Kinematic Joints > Helical Joint.
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The following inspector component will be shown:
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Feature layout
The image below shows the complete feature layout of the Helical Joint component.
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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 relation between Transforms. |
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:
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Relation Type | Used when 2 different size Wheel Joints need the same rotational speed. The following options are available:
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Motion Direction is Reversed | When enabled, the manipulation to/from the opposing kinematic transform is inverted. |
Helical Joint Settings | |
Pitch | The distance from the crest of one thread to the next. |
Invert | When checked inverts the direction of the rotation. |
Limit Relation & Update Settings | |
Spline | The Splinealong which the Helical Joint’s position and rotation is constrained. |
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How to use
Create a Splineand use it to define the path you want the Helical Joint to follow.
Add the Spline to the Helical Joint and create a new Transform Relation, add an Opposing Relation Instance and define the other settings as needed.
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