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Table of Contents |
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Overview
Constrains the motion of a GameObject to translate / rotate over a Spline.
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Where to find
The Helical Joint can be found under Mechanics > Add Kinematics > 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 leading relation between Transforms | ||
Create new Trailing Transform Relation | Creates a new trailing relation between Transforms
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Opposing Relation Instance | The kinematic transform to which 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 position and rotation of the Helical Joint 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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