Specify the torque (rotation) level needed to break and so delete the joint. Specify the linear (straight line) force level needed to break and so delete the joint. The maximum distance the object can be from the connected anchor point. ![]() The minimum distance the object can be from the connected anchor point. Should there be limits to the linear (straight line) force? Check the box for yes. The maximum force the motor can apply while attempting to reach the target speed. Use the sliding motor? Check the box for yes. (By selecting this, you don’t need to manually specify the angle.)Įnter the the angle that the joint keeps between the two objects. The place (in terms of X, Y co-ordinates on the RigidBody) where the end point of the joint connects to the other object.Ĭheck this box to automtically detect the angle between the two objects and set it as the angle that the joint keeps between the two objects. The place (in terms of X, Y co-ordinates on the RigidBody) where the end point of the joint connects to this object. (Check this instead of completing the Connected Anchor fields.) Select the circle to the right of the field to view a list of objects to connect to.Ĭheck this box to automatically set the anchor location for the other object this joint connects to. Leave this as None and the other end of the joint will be fixed at a point in space defined by the Connected Anchor setting. Specify here the other object this joint connects to. Property:Ĭan the two connected objects collide with each other? Check the box for yes. ![]() The object can freely move anywhere along the line in response to collisions or forces or, alternatively, it can be moved along by a motor force, with limits applied to keep its position within a certain section of the line. This joint allows a game object controlled by rigidbody physics to slide along a line in space, like sliding doors, for example.
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