2023.1.1175.2 Double Prismatic Joint
Overview
Constrains the motion of a GameObject to a translation over a DSpline.
Where to find
The D Prismatic Joint can be found under Mechanics > Kinematics > Kinematic Joints > Prismatic Joint and will be added to the selected object. Without a selection, a D Prismatic Joint will be added to a new empty GameObject.
Joints must be placed as children of a DKinematics Controller in the hierarchy
The inspector for a newly added Prismatic Joint will look like this:
Feature layout
The image below shows the complete feature layout of the D Prismatic Joint inspector.
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 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 |
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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 | Select a Kinematic Body to transfer over the Spline. Alternatively, drag a Kinematic Body into the field. |
Opposing Kinematic Relation | The Kinematic Body to 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 to which the relation is applied (1 means all the applied rotation translation is equally transferred). |
Invert Relation | Check to invert the direction of the relation. (Rotating right will result in a left rotation). |
Prismatic Joint Settings |
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Apply Rotation Spline | Check to apply the rotation of the Spline to the joint. |
Apply Soft Limit | Check to apply a soft limit (percentage-defined). |
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
Create a DSpline and use it to define the path you want the prismatic joint to follow.
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.
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
Position the Kinematic Prismatic Joint object along the spline.
Select the point in Target Control Point you wish to change and click Update Limit Control Point.
How to use Soft Limits
Position the Prismatic Joint object along the spline.
Click Apply Soft Limit
Set the Lower limit and Upper limit
The Prismatic Joint is now constrained by the new Soft Limits
Turning off the soft limits enables the joint to move all the way over the spline
Prespective Documentation