The Kinematics Controller is responsible for managing and updating all Kinematic Joints in the correct order (taking both priority and kinematic relationships into account). To work properly, the Kinematics Controller needs to be placed in the hierarchy above any joints it should control. After creation the Controller will automatically takeover management of the contained joints.
Generally it is wise to use just one Kinematics Controller in your scene for all the joints, however using multiple Controllers is possible, but may lead to undesirable behavior.
Hierarchy view with Kinematics Controller and two Wheel Joints. Note that the wheel joints are children of the Kinematics Controller
Where to find
The Kinematics Controller can be found under Mechanics > Add Kinematics > Kinematics Controller
If no Game Object in the scene hierarchy was selected when this menu option is chosen it will create a new Game Object; alternatively it will add the Kinematics Controller component to the selected Game Object
The image below shows the complete feature layout of the Kinematics Controller component.
The Kinematics Controller script
Execute in Editor Mode
On by default. When this toggle is enabled, true Kinematic behaviour (Limits and Relationships) will also be enacted outside play mode in the Unity Editor.
The Kinematics Controller runs on the Unity Fixed Update within play mode, and on a custom update cycle outside play mode
Note that Individual Kinematic components have a matching override ‘Enforce Outside Playmode’ that should also be enabled in order for it to work outside play mode
When in Play mode Kinematics are always applied
Contained Kinematic Relations
List with the kinematic relations found as children and controlled by the kinematics controller. The content of this list is automatically controlled in and outside play mode, please do not change the values manually
Note that this list is automatically updated, and need not be managed manually - it is shown in the inspector for review purposes only
Sorted Kinematic Relations
The controlled kinematic relations sorted by their respective solver passes (i.e. in what pass within a simulation frame is a Kinematic Joint solved, and when does it receive )
Note that this list is automatically updated, and need not be manually managed - it is shown in the inspector for review purposes only
Check For New Relations Outside Playmode Interval
The time interval to check for new or removed kinematic relations outside play mode in seconds