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2021.1.1208.2 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 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.

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

Shows chained connections of this object through arrows even when the 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).

Wheel Joint Settings

 

Notation

The angle notation for the Wheel Joint inspector. The following options are available:

  • DEGREES: Displays the limits and current rotation in degrees.

  • REVOLUTIONS: Displays the limits and current rotation in number of revolutions.

  • RADIANS: Displays the and current rotation limits in radians.

Wheel Radius

The Radius of the Wheel Joint.

Use Wheel Radius Gizmo

When checked a handle in the Scene view is added and can be manipulated manually to set the Wheel Radius.

Limit Rotation

When checked, settings appear to set the minimum and maximum rotation of the Wheel Joint.

Minimum Rotation

The minimum rotation limit of the Wheel Joint.

Use Min Rotation Gizmo

When checked, a handle in the Scene view is added and can be manipulated manually to set the Minimum Rotation Limit.

Maximum Rotation

The maximum rotation limit of the Wheel Joint.

Use Max Rotation Gizmo

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.

Sceneview Settings

 

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.

Enable in Scene View

 

Color Settings

 

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

  1. Add a Kinematic Wheel joint to an object.

  2. 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

  1. 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