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Table of Contents |
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Overview
This kinematic relation is used to define a rotational constraint on an object.
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Where to find
The Kinematic Wheel Joint can be found under Mechanics > Kinematics > Kinematic Joints > Add Kinematic Wheel Joint.
This will add the Kinematic Wheel Joint component to the currently selected object or create a new empty GameObject with the component attached if no objects are selected.
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The following inspector will be shown:
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Feature layout
The image below shows the complete feature layout of the Kinematic Wheel 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. |
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). |
Wheel Joint Settings | |
Notation | The angle notation for the Wheel Joint inspector. The following options are available:
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Wheel Radius | The Radius of the Wheel Joint. |
Use Wheel Radius Gizmo | When checked a handle in the Scene view is added and can be manipulated manually to set the Wheel Radius. |
Limit Rotation | When checked, settings appear to set the minimum and maximum rotation of the Wheel Joint. |
Minimum Rotation | The minimum rotation limit of the Wheel Joint. |
Use Min Rotation Gizmo | When checked, a handle in the Scene view is added and can be manipulated manually to set the Minimum Rotation Limit. |
Maximum Rotation | The maximum rotation limit of the Wheel Joint. |
Use Max Rotation Gizmo | When checked, a handle in the Scene view is added and can be manipulated manually to set the Maximum Rotation Limit. |
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. |
Sceneview Settings | |
Always Enabled | When checked all gizmo’s and handles of the Wheel Joint are shown in the scene view even when the object is not selected. |
Enable in Scene View | |
Color Settings | |
Wheel Plane | The color of the Wheel Radius. |
Axis Direction | The color for the Wheel Axis Direction. |
Forward Direction | The color for the Wheel Forward Direction. |
Current Rotation | The color for the Current Rotation State. |
Rotation Limit | The color for the Minimum Rotation Limit and Maximum rotation limit. |
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How to use
Add a Kinematic Wheel joint to an object.
Set the Wheel Axis Direction to the desired direction.
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Note |
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To test your Transform Relations outside of playmode make sure Enforce Outside Playmode is checked on both Joints. |
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How to use limits
Click the Limit Rotation checkbox.
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