2020.1.60.3 Double Wheel Joint
Overview
This kinematic relation is used to define a rotational constraint on an object.
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.
Joints must be placed as children of a Body Controller in the hierarchy.
The following inspector will be shown:
Feature layout
The image below shows the complete feature layout of the Kinematic Wheel 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 Updates on Object | 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 Kinematic Relation | Creates a new relation between Transforms. |
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:
|
Relation Type | Used when 2 different size Wheel Joints need the same rotational speed. The following options are available:
|
Reverse Motion Direction | When enabled, the manipulation to/from the opposing kinematic transform is inverted. |
Wheel Joint Settings |
|
Wheel Radius | The Radius of the Wheel Joint. |
Use Sceen Gizmo for Radius | When checked a handle in the Scene view is added and can be manipulated manually to set the Wheel Radius. |
Notation | The angle notation for the Wheel Joint inspector. The following options are available:
|
Limit Rotation | When checked, settings appear to set the minimum and maximum rotation of the Wheel Joint. |
Minimum Rotation Limit | The minimum rotation limit of the Wheel Joint. |
Use Scene Gizmo for Min. Rotation | When checked, a handle in the Scene view is added and can be manipulated manually to set the Minimum Rotation Limit. |
Maximum Rotation Limit | The maximum rotation limit of the Wheel Joint. |
Use Scene Gizmo to set Max. Limit. | 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 Vector describing the axis of the Wheel Joint. |
Wheel Forward Direction | A Scene Vector describing the forward direction of the Wheel Joint. |
Limit Rotation |
|
Limit Rotation | When checked more settings appear to set the minimum and maximum rotation of the Wheel Joint. |
Limit Notation |
|
Minimum Rotation Limit | The minimum rotation limit of the Wheel Joint. |
Use Scene Gizmo to set Min. Limit. | When checked a handle in the Scene view is added and can be manipulated manually to set the Minimum Rotation Limit. |
Maximum Rotation Limit | The maximum rotation limit of the Wheel Joint. |
Use Scene Gizmo to set Max. Limit. | When checked a handle in the Scene view is added and can be manipulated manually to set the Maximum Rotation Limit. |
Current Rotation State | Current rotation of the wheel joint. |
Sceneview Settings |
|
Enable in Sceneview | When checked all gizmo’s and handles of the Wheel Joint are shown in the scene view if the GameObject is selected. |
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. |
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. |
How to use
Add a Kinematic Wheel joint to an object.
Set the Wheel Axis Direction to the desired direction.
3. Set the Wheel Radius to the desired radius.
4. Create a new Transform Relation, add an Opposing Relation Instance and define the other settings as needed.
5. Test if the Transform Relations are working.
To test your Transform Relations outside of playmode make sure Enforce Outside Playmode is checked on both Joints.
How to use limits
Click the Limit Rotation checkbox.
2. Use the Minimum Rotation Limit and Maximum rotation limit fields or use the scene gizmo’s to set the limits.
3. Test if the limits work by manipulating both Joints.
Prespective Documentation