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2021.1.1124.2 Double Prismatic Joint



Overview

Constraints the motion of a GameObject to a translation over a DSpline.


Where to find

The Kinematic Prismatic Joint can be found under Mechanics > Kinematics > Kinematic Joints > Kinematic Prismatic Joint and will be added to the selected object. Without a selection, a Kinematic Prismatic Joint will be added to a new empty GameObject.

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

The inspector for a newly added Kinematic Prismatic Joint will look like this:


Feature layout

The image below shows the complete feature layout of the Kinematic Prismatic Joint inspector.

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.

Min Translation Delta

The minimum value the joint detects as a change in position.

Min Rotation Delta

The minimum value the joint detects as a change in rotation.

Kinematic Chaining

 

Show in Scene View

Shows chained connections of this object through arrows.

Show When Not Selected

If should show chaining if object is not selected.

Add Kinematic Transfer Relation

When a kinematic Body is dragged into this a transfer relation between them is created.

Opposing Kinematic Relation

The Kinematic Body which this relation is connected.

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.

Ratio

The ratio in which the relation is done (1 means all the applied rotation translation is equally transferred).

Invert Relation

If the relation is in inverted direction (so if rotating to right the connected object rotates to the left).

Prismatic Joint Settings

 

Apply Rotation Spline

If the rotation of the spline should be applied to the prismatic joint.

Apply Soft Limit

If should apply a limit on percentage on the spline.

Lower Limit

The soft lower percentage limit.

Upper Limit

The soft upper percentage limit.

Constraining DSpline

The DSpline used to constrain this joint.

Spline Length

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 Control Point

Updates the Target Control Point to the current spline position.


How to use

  1. Create a

DSpline and use it to define the path you want the prismatic joint to follow.

  1. Add the

DSpline to the Kinematic Prismatic Joint and create a new Transform Relation, add an Opposing Relation Instance and define the other settings as needed.

 

  1. 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

  1. Position the

Kinematic Prismatic Joint object along the spline.

  1. Select the point in

Target Control Point you wish to change and click Update Limit Control Point.

 

 

Prespective Documentation