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2022.1.1551.1 Double Kinematic Body



Overview

The base class where all kinematic joint inherited from.
This has default systems in it that should work for all kinematics:

  • indicating what the kinematics priority is to the DKinematic Controller.

  • setting if it should work inside play mode.

  • indicating it is removed from kinematic calculations.

  • kinematic relation is used to define a relation between two kinematic joints.


Feature layout

The image below shows the complete feature layout of the Kinematic Body 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:

  • 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 2 different size 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.

Reverse Motion Direction

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


How to use

  1. 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.

Prespective Documentation