The joint then keeps the same angle between the two GameObjects. You do not need to enter coordinates for the Connected Anchor property if you enable this property.ĭefine where (in terms of x, y-coordinates on the Rigidbody 2D) the end point of the joint connects to this GameObject.ĭefine where (in terms of x, y-coordinates on the Rigidbody 2D) the end point of the joint connects to the other GameObject.Įnable this property to automatically detect between the two GameObjects. Select the circle icon to the right to view a list of GameObjects to connect to.Įnable this property to automatically set the anchor location for the other object this joint connects to. Leave this as None to have the other end of the joint fixed at a point in space defined by the Connected Anchor property. Specify the other object this joint connects to. PropertyĮnable this property to enable collisions between the two connected GameObjects. Alternatively, it can be also be moved along by a motor force, with limits applied to keep its position within a certain section of the line. The object can freely move anywhere along the line in response to collisions A 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 info See in Glossary physics to slide along a line in space. More info See in Glossary controlled by Rigidbody A component that allows a GameObject to be affected by simulated gravity and other forces. A GameObject’s functionality is defined by the Components attached to it. More info See in Glossary allows a GameObject The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. ![]() This joint A physics component allowing a dynamic connection between Rigidbody components, usually allowing some degree of movement such as a hinge.
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