Overview

This kinematic constraint keeps an objects up direction constant.

The Gryoscopic Joint works without using any Kinematic Relations


Where to find

The Gyroscopic Joint can be found under Mechanics > Add Kinematics > Gyroscopic Joint.

This will add the Gyroscopic Joint component to the currently selected object or create a new empty GameObject with the component attached if no objects are selected.

Joints must be placed as children of a Kinematics Controller in the hierarchy.

The following inspector component will be shown:


Feature layout

The image below shows the complete feature layout of the Gyroscopic Joint component.

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

Trailing Transforms are obsolete and will be removed in the near future

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:

  • BIDIRECTIONAL: Allows for both kinematic transforms, when they are being manipulated, to manipulate each other equally

  • RECIEVE_ONLY: Allows for the joint, when it is being manipulated, to manipulate the opposing kinematic transform, but not the other way around

  • SEND_ONLY: Allows for the opposing kinematic transform, when it is being manipulated, to manipulate the joint, but not the other way around

Relation Type

Used when two different sized Wheel Joints need the same rotational speed. The following options are available:

  • TRANSLATION: Translates the transforms using the Wheel Radius

  • ROTATION: Translates the transforms without using the Wheel Radius

Motion Direction is Reversed

When enabled, the manipulation to/from the opposing kinematic transform is inverted

Global Up Direction

Global Up Direction

A Scene Vector describing the up direction of the Gyroscopic Joint

VectorTracking Space and Vector Space must be set to Global


How to use

1. Add a Gyroscopic Joint to an object

2. Set the Global Up Direction to your desired value and enable Enforce Outside Playmode

3. Test if the joint is working