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Fixed Joints
Works like parenting
Can be linked to a point in the world or a RigidBody
Break Force and Break Torque – Amount of force needed to break the joint.
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Spring joints
GameObject is trying to reach a target position
Target position = position its set to in the scene view
Any RigidBodies attached will try to pull it from this position on an invisible spring attached to an anchor point
Anchor is the pivot point – shown as orange dot/box
Spring parameter = how strong the spring is
Higher value = tighter/stronger spring
Damper = how much the joint will slow down in motion
Higher the damper value = how much less the spring will overshoot
Min/Max distance is a dead zone
Spring also has break force and break torque
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Hinge Joints
Ideal for Doors
Axis – hinge the object rotates around
Set anchor for its axis – still represented in orange
You can use spring settings under “Use Spring”
Motors apply force constantly, like a revolving door
Target velocity – speed its trying to rotate
Force – how easily the speed can be changed by collision
Free spin checkbox – will not decelerate
Limits contain your pivot
Min and Max are limits to the angles
Min/max bounce are how much it will bounce off of its limits
Also has Break Force and Torque
- My use of joints in Unity