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Configurable Joint Movement Unity Engine Unity Discussions

Configurable Joint Movement Unity Engine Unity Discussions
Configurable Joint Movement Unity Engine Unity Discussions

Configurable Joint Movement Unity Engine Unity Discussions The cable is made out of configurable joints, now i want to add a new joint to the socket plug connection so the cable would move as the socket moves, but i need to turn the plug to non kinematic. doing that makes the plug snap back to it’s start position. You can build all other joints with it and much more but it is also more complicated to setup. it gives you control over motors, drives and joint limits for each rotation axis and and linear degree of freedom.

Configurable Joint Movement Unity Engine Unity Discussions
Configurable Joint Movement Unity Engine Unity Discussions

Configurable Joint Movement Unity Engine Unity Discussions As you may know i write most of my tutorials on how to create physics based vr interaction systems, and to do that i almost exclusively use the configurable joint. I've run into a physics issue in my unity project, and have put together a simple example scene to illustrate it. hopefully someone will be able to tell me if i'm doing something wrong. Because the configurable joint has a lot of configuration options, you might need to experiment and iterate with values to get the joint to behave exactly the way you want. I’m having issues with using the configurable joint (let’s call it, cj). i have an enemy object which has: a rigidbody and the cj. the purpose of the enemy is to either move to a waypoint, a position in the scene or move to the player object. so one of these things will be the cj’s targetposition.

Configurable Joint Set Up Unity Engine Unity Discussions
Configurable Joint Set Up Unity Engine Unity Discussions

Configurable Joint Set Up Unity Engine Unity Discussions Because the configurable joint has a lot of configuration options, you might need to experiment and iterate with values to get the joint to behave exactly the way you want. I’m having issues with using the configurable joint (let’s call it, cj). i have an enemy object which has: a rigidbody and the cj. the purpose of the enemy is to either move to a waypoint, a position in the scene or move to the player object. so one of these things will be the cj’s targetposition. So, i’ve been wanting to use the configurable joints for a vehicle suspension model, but the documentation didn’t really answer the questions i had. Hello everyone. i am trying to make first person object dragging system, like ones in half life 2 or amnesia. i am trying to use joints, but unfortunately i can’t get over with unpredictable jittery. how to fix it? i …. Is there a chance for a better explanation of the usage of configurable joint? it’s hard to judge, from the documentation, what exactly axis and secondary axis does; how to move a joint to target rotation, not using tar…. I am attempted to create a physics based character with some animation control via a puppet like system where an invisible animated character object controls some of the movement of the physics based character. to do this i am using configurable joints.

Configurable Joint Follow Unity Engine Unity Discussions
Configurable Joint Follow Unity Engine Unity Discussions

Configurable Joint Follow Unity Engine Unity Discussions So, i’ve been wanting to use the configurable joints for a vehicle suspension model, but the documentation didn’t really answer the questions i had. Hello everyone. i am trying to make first person object dragging system, like ones in half life 2 or amnesia. i am trying to use joints, but unfortunately i can’t get over with unpredictable jittery. how to fix it? i …. Is there a chance for a better explanation of the usage of configurable joint? it’s hard to judge, from the documentation, what exactly axis and secondary axis does; how to move a joint to target rotation, not using tar…. I am attempted to create a physics based character with some animation control via a puppet like system where an invisible animated character object controls some of the movement of the physics based character. to do this i am using configurable joints.

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