V2020.1.56.3_ Wheel Joint
Overview
This kinematic relation is used to define a rotational constraint on an object.
Where to find
The Wheel Joint can be found under Mechanics > Add Kinematics > Wheel Joint.
This will add the 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 Kinematics Controller in the hierarchy
The following inspector component will be shown:
Feature layout
The image below shows the complete feature layout of the 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 |
Prevent Further Kinematic Update on this GameObject | 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 |
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Create new Leading Transform Relation | Creates a new leading relation between Transforms |
Create new Trailing Transform Relation | Creates a new trailing relation between Transforms Trailing Transforms are obsolete and will be removed in the near future |
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:
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Relation Type | Used when 2 different size Wheel Joints need the same rotational speed. The following options are available:
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Motion Direction is Reversed | When enabled, the manipulation to/from the opposing kinematic transform is inverted |
Wheel Joint Settings |
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Also Manage Translation | Locks the position of the Wheel Joint object |
Wheel Radius | The Radius of the Wheel Joint |
Use Sceen Gizmo to set Radius | When checked a handle in the Scene view is added and can be manipulated manually to set the Wheel Radius |
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 |
Limit Rotation |
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Limit Rotation | When checked more settings appear to set the minimum and maximum rotation of the Wheel Joint |
Limit Notation | The notation of the limits. The following options are available:
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Minimum Rotation Limit | The minimum rotation limit of the Wheel Joint |
Use Scene Gizmo to set Min. Limit. | When checked a handle in the Scene view is added and can be manipulated manually to set the Minimum Rotation Limit |
Maximum Rotation Limit | The maximum rotation limit of the Wheel Joint |
Use Scene Gizmo to set Max. Limit. | When checked a handle in the Scene view is added and can be manipulated manually to set the Maximum Rotation Limit |
Wheel Joint State |
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Current Rotation Notation | The notation of the Current Rotation State. The following options are available:
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Current Rotation State | Current rotation of the wheel joint |
Relative Rotation Space Share | Describes the current rotation of the Wheel Joint relative to its total limited rotation range. Normalized between 0 and 1 |
Sceneview Settings |
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Show in Sceneview | When checked all gizmo’s and handles of the Wheel Joint are shown in the scene view |
Show when not selected | When checked all gizmo’s and handles of the Wheel Joint are shown in the scene view even when the object is not selected |
Wheel Plane color | The color of the Wheel Radius |
Axis Direction color | The color for the Wheel Axis Direction |
Forward Direction color | The color for the Wheel Forward Direction |
Current Rotation color | The color for the Current Rotation State |
Rotation Limit Color | The color for the Minimum Rotation Limit and Maximum rotation limit |
How to use
1. Add a Wheel joint to an object
2. Set the Wheel Axis Direction to the desired direction
3. Set the Wheel Radius to the desired radius
4. Create a new Transform Relation, add an Opposing Relation Instance and define the other settings as required
5. 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
1. Click the Limit Rotation checkbox
2. Use the Minimum Rotation Limit and Maximum rotation limit fields or use the scene gizmo’s to set the limits.
3. Test if the limits work by manipulating both Joints
Prespective Documentation