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Table of Contents |
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Overview
This kinematic constraint keeps an objects up direction constant.
Info |
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The Gryoscopic Joint works without using any Kinematic Relations |
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Where to find
The Gyroscopic Joint can be found under Mechanics > Add Kinematics > Gyroscopic 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 Gyroscopic 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 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 two different sized 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 | ||
Global Up Direction | |||
Global Up Direction | A Scene Vectordescribing the up direction of the Gyroscopic Joint
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How to use
1. Add a Gyroscopic Joint to an object
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