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The Min Distance and Max Distance values allow you to set a distance range over which the spring will not apply any force.
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You can set the anchor points manually but if you enable Auto Configure Connected Anchor, Unity will set the connected anchor so as to maintain the initial distance between them (ie, the distance you set in the scene view while positioning the objects). The higher the value, the more quickly the oscillation will die down. To prevent the spring from oscillating endlessly you can set a Damper value that reduces the spring force in proportion to the relative speed between the two objects. The strength of the pull is proportional to the current distance between the points with the force per unit of distance set by the Spring property. The spring acts like a piece of elastic that tries to pull the two anchor points together to the exact same position. More info See in Glossary with each other?ĭisabling preprocessing helps to stabilize impossible-to-fulfil configurations. Should the two connected objects register 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. The torque that needs to be applied for this joint to break. The force that needs to be applied for this joint to break. Allows the spring to have a different rest length. Upper limit of the distance range over which the spring will not apply any force.Ĭhanges error tolerance. Lower limit of the distance range over which the spring will not apply any force. The point in the connected object’s local space at which the joint is attached.Īmount that the spring is reduced when active. Should Unity calculate the position of the connected anchor point automatically? The point in the object’s local space at which the joint is attached.
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Anchors are shown as four small triangular handles in the Scene View and anchor information is also shown in the Inspector. If no object is assigned then the spring will be connected to a fixed point in space.Īnchor A UI layout tool that fixes a UI element to a parent element. More info See in Glossary is connected to. The Rigidbody object that the object with the spring joint A physics component allowing a dynamic connection between Rigidbody components, usually allowing some degree of movement such as a hinge. Or, check out Springy Picks which showcase a selection of. More info See in Glossary together but allows the distance between them to change as though they were connected by a spring. Browse the LibGuides community site and see what librarians the world over are doing with LibGuides. The Spring Joint joins two Rigidbodies A component that allows a GameObject to be affected by simulated gravity and other forces.
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