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.|
|Active||Determines if the component is active.|
|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 Velocity||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 Velocity||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 Damping||Spring damping.|
|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.