Overview
Constraints the motion of a GameObject to translation over a Spline and rotation by Pitch and position along the Spline.
Where to find
The Helical Joint can be found under Mechanics > Kinematics > Kinematic Joints > Helical Joint.
This will add the Helical 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 Kinematic Controller in the hierarchy
The following inspector component will be shown:
Feature layout
The image below shows the complete feature layout of the Helical Joint component.
Generic Joint Settings | |
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 | |
Create new Leading Transform Relation | Creates a new relation between Transforms. |
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. |
Helical Joint Settings | |
Pitch | The distance from the crest of one thread to the next. |
Invert | When checked inverts the direction of the rotation. |
Limit Relation & Update Settings | |
Spline | The Spline along which the Helical Joint’s position and rotation is constrained. |
How to use
Create a Spline and use it to define the path you want the Helical Joint to follow.
Add the Spline to the Helical 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.