Creates a wheel-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. |
Enabled | Determines if the component is executable. |
Collide Connected | Enables physical collision between the attached objects. |
Enable Motor Roll | Enables the joint’s motored wheel rolling. |
Enable Motor Turn | Enables the joint’s motored wheel turning. Basically steering. |
Enable Spring | Enables spring-like suspension for the joint. |
Local Axis | Determines if the joint should be in the Attach A object’s local space instead of global space. |
Roll Motor Target Speed | Motor’s rolling maximum speed. Angular velocity target for which the motor accelerates to. |
Roll Motor Max Impulse | Motor’s rolling acceleration speed. The value determines the motor spinning strength. |
Turn Motor Target Speed | Motor’s turning maximum speed. Angular velocity target for which the motor accelerates to. |
Turn Motor Max Impulse | Motor’s turning acceleration speed. The value determines the motor spinning strength. |
Turn Limit Lower / Upper | Minimum / maximum angle for the turning joint’s rotation. |
Spring Stiffness | Spring stiffness. Higher means less springy. |
Spring Slowing | Determines how much the spring movement is dampened. |
Spring Limit Lower / Upper | Lower / upper limits for the spring. |
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.
Here's a link to the hype that shows how to implement and use the Wheel Joint node: