2023.1.1175.2 Double Wheel Joint
Overview
This kinematic relation is used to define a rotational constraint on an object.
Cannot detect rotation changes of more then 180 degrees in a single tick.
Where to find
The Kinematic Wheel Joint can be found under Mechanics > Kinematics > Kinematic Joints > Add Wheel Joint.
This will add the D 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 DKinematics Controller in the hierarchy.
The following inspector will be shown:
Feature layout
The image below shows the complete feature layout of the D Wheel Joint component.
Generic Joint Settings |
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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 |
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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:
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Ratio | The ratio in which the relation is done (1 means all the applied rotation translation is equally transferred). |
Invert Relation | Inverts the direction of the rotation. |
Wheel Joint Settings |
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Notation | The angle notation for the Wheel Joint inspector. The following options are available:
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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 |
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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 |
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Color Settings |
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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 D Wheel joint to an object.
Set the Wheel Axis Direction to the desired direction.
Set the
Wheel Radius to the desired radius.
Create a new
Transform Relation, add an Opposing Relation Instance and define the other settings as needed.
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.
Use the
Minimum Rotation Limit and Maximum rotation limit fields or use the scene gizmo’s to set the limits.
Test if the limits work by manipulating both Joints.
Prespective Documentation