Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by JackieTilley92 · Jan 22, 2016 at 04:35 PM · 2drotationjointanchorfixedjoint

Rotation of object is effecting my FixedJoint2D anchoring point.

Hi, I have a problem with anchoring a Fixed point on a 2D object. I am using this fixed point to make a circle "sticky" and I have no problem doing so IF the object that will stick to it is at a rotation of (0,0,0)

HOWEVER, if I rotate the object that will stick to it on the z axis, the anchoring point changes to a random point on the edge of the circle. I want to find out what is causing this since I do not use the objects rotation in any of my calculations for the anchoring point.

Can anybody help me? I am relatively new to unity.

    void OnCollisionEnter2D(Collision2D c)
     {
         if (hit != true)
         {
             
             Debug.Log("STICK");
             FixedJoint2D joint = gameObject.AddComponent<FixedJoint2D>();
             joint.connectedBody = c.rigidbody;

             //calculate new anchor point
             float newX =  gameObject.transform.position.x - c.gameObject.transform.position.x;
             float newY =  gameObject.transform.position.y - c.gameObject.transform.position.y;

             Vector3 v = new Vector3();
             v.x = newX;
             v.y = newY;
             v.z = 0;
             joint.connectedAnchor = v;
      }
 }









Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

FixedJoint2D Setting the connected anchor to the point of contact between two objects. 1 Answer

Bad rotation performance vs. crazy joints vs. rigidbodies 2 Answers

rotate object that has FixedJoint2D 1 Answer

rotation anchor, pivot point 1 Answer

Keyboard controlled knee. (QWOP mechanic) 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges