2023.1.1175.2 Double Transfer Joint
Overview
This kinematic relation is used to connect to objects to each other.
Where to find
The Transfer Joint can be found By using the add component option on game object.
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 Transfer 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 | Select a Kinematic Body to set the transfer relation. 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 in which the relation is applied (1 means all the applied rotation translation is equally transferred). |
Invert Relation | Check to invert direction of the relation. |
Transfer Joint Settings |
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Connected GameObject | The game object connected to this Transfer Joint. |
Transfer Direction | Describes the direction which the transfer is done in. The following options are available:
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Fixed Relative Position | Check to keep the relative position between the connected objects the same. |
Transfer Translation | Check to transfer the translation to the other object. |
Fixed Relative Rotation | Check to keep the relative rotation between the connected objects the same. |
Transfer Rotation | Check to transfer the rotation to other object. |
How to use
Add a D Transfer Joint to an object.
Set drag in Connected GameObject to connect to.
Set the wanted transfer relations.
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.
Prespective Documentation