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Table of Contents |
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Overview
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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The inspector component looks as below:
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Feature layout
The image below shows the complete feature layout of the Prismatic 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 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 to which 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 length 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
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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
1. Position the Prismatic Joint object along the spline
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