Creates a hinge-like joint between two objects. The first object (Attach A) will determine the position of the joint, but it can be offset.
The component has a direction, which is based on the node object’s transform. If the component is attached directly to the object itself, the direction will be based on the object’s transform.
|Attach A||Determines the first object attached to the joint, and the position of the joint.|
|Attach B||Determines the second object attached to the joint.|
|Active||Determines if the component is active.|
|Enable Motor||Enables the joint’s motor function which turns the hinge.|
|Collide Connected||Enables physical collision between the attached objects.|
|Enable Limit||Enables angular limitation between the attached objects.|
|Local Axis||Determines if the joint should be in the Attach A object’s local space instead of global space.|
|Motor Target Velocity||Motor’s maximum speed. Angular velocity target for which the motor accelerates to.|
|Motor Max Impulse||Motor’s acceleration speed. The value determines the motor spinning strength.|
|Limit Min / Max Angle||Minimum / maximum angle for the joint’s rotation.|
|Offset X / Y / Z||Joint’s positional offset from the Attach A.|
Some Basics About Joints
Includes some basic info on using all 4 types of Joints.