You can use connected bodies to create chains of multiple Hinge Joints. Add a joint to each link in the chain, and attach the next link as the Connected Body.
Connected Articulation Body Optional reference to the ArticulationBody that the joint is dependent upon. If not set, the joint connects to the world. Anchor The point in the objectâs local space at which the joint is attached. Axis The direction of the axis around which the body rotates. The direction is defined in local space. Auto Configure Connected Anchor When enabled, Unity calculates the position of the connected anchor points automatically. Unity configures the anchor points to maintain the starting distance between them (that is, the distance you set in the scene view while positioning the objects). Connected Anchor The point in the connected objectâs local space at which the joint is attached. Spring Determines the force per unit of distance that the joint uses. The Spring Joint acts like a piece of elastic that tries to pull the two anchor points together to the same position. The strength of the pull is proportional to the current distance between the points. Damper Amount that the spring is reduced when active. To prevent the spring from oscillating endlessly, set a Damper value that reduces the spring force in proportion to the relative speed between the two objects. The higher the value, the more quickly the oscillation decreases. Min Distance Set a minimum distance range over which the spring does not apply any force. If the distance between the objects exceeds this distance, the Spring Joint applies force to bring the objects back together. Max Distance Set a maximum distance range over which the spring does not apply any force. If the distance between the objects exceeds this distance, the Spring Joint applies force to bring the objects back together. Tolerance Changes error tolerance. Allows the spring to have a different rest length. Break Force The force that needs to be applied for this joint to break. Break Torque The torque that needs to be applied for this joint to break. Enable CollisionA collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has a Rigidbody component and is in motion. More infoRetroSearch is an open source project built by @garambo | Open a GitHub Issue
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