Revision Difference
PhysicsJoints#562967
<cat>Code.Physics</cat>⤶
<title>Joints</title>⤶
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<note>⤶
This page is a work-in-progress. It requires more sections, fact checking and screenshots.⤶
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# Overview⤶
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A PhysicsJoint constrains the motion of one PhysicsBody with respect to another. When a PhysicsBody is dynamic, joints attached to the body may influence its movement. ⤶
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Take for example two cubes connected by a SpringJoint. Each cube has a BoxCollider Component that defines its shape in the PhysicsWorld, as well as a Rigidbody Component that provides a dynamic PhysicsBody for the Collider to attach to.⤶
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<note>⤶
TODO: Add a screenshot of the components.⤶
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Pulling the first cube causes the second to trail behind, and vice versa.⤶
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<note>⤶
TODO: Add a diagram of a cube being pulled.⤶
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When a body is static or keyframed, joints will have no effect on the motion of that body, but a dynamic body attached to the other end of the same joint may be affected.⤶
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TODO: Add a diagram of a dynamic cube dangling from a static collider.⤶
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# Joint Components⤶
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In the scene editor, PhysicsJoints may be created by adding to a GameObject one of several different Joint Components, each of which will be described below in further detail.⤶
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TODO: Fill out sections for each type of PhysicsJoint.⤶
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## Fixed Joint⤶
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## Spring Joint⤶
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## Slider Joint⤶
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## Hinge Joint⤶
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## Ball Joint⤶