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Question by GTX Titan · Feb 01, 2014 at 09:13 AM · rotationtransformrigidbody2drotatearoundspringjoint

How can I change SpringJoint2D's anchor points in script?

LAST EDIT: Problem pinpointed, but not solved. When I rotate the body the wheels rotate with it, BUT the springJoint2D anchorpoints are hardcoded... Meaning the wheels will get back to original position due to physics. Any workarounds?

EDIT: It is an object with rigidbody2D component and 6 springjoint2D's attached to it (3 per wheel)

Still no answers... bump bump

Wondering if there is a way to do this with GetComponents

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avatar image giudark · Feb 01, 2014 at 03:17 PM 0
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first you have to use Rotate $$anonymous$$ethod to do that.

     transform.Rotate(Vector3.up * Time.deltaTime);

or along the space axis

     transform.Rotate(Vector3.up * Time.deltaTime, Space.World);

If you want to assign a particular angle you have to use for example:

 transform.rotation = Quaternion.Euler(0, 180, 0);

or:

 transform.eulerAngles = new Vector3(0, 180, 0);

for physics problem i don't know

avatar image GTX Titan · Feb 01, 2014 at 04:25 PM 0
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Yes i know how to rotate it :/ the problem is the physics since it has to be instant 180 degree rotation...

avatar image GTX Titan · Feb 02, 2014 at 08:54 AM 0
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I tried this:

 bike.rigidbody2D.is$$anonymous$$inematic = true;
 wheel.rigidbody2D.is$$anonymous$$inematic = true;
 wheel2.rigidbody2D.is$$anonymous$$inematic = true;
 
 bike.transform.Rotate(Vector3(0,1,0), 180);
 
 bike.rigidbody2D.is$$anonymous$$inematic = false;
 wheel.rigidbody2D.is$$anonymous$$inematic = false;
 wheel2.rigidbody2D.is$$anonymous$$inematic = false; 

this way it's a little better but still the wheels collide with eachother when rotating and bounce around turning the whole bike...

avatar image jleslie · Feb 02, 2014 at 09:10 AM 0
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Are the wheels children of the bike?

avatar image GTX Titan · Feb 02, 2014 at 09:15 AM 0
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Yes they are, but it's like they won't rotate in y-axis... AT ALL

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Answer by GTX Titan · Feb 03, 2014 at 11:07 AM

Ok nevermind this did the trick :)

 var joints = GetComponents(SpringJoint2D);
 for(var joint: SpringJoint2D in joints){
     var temp = joint.anchor;
     joint.anchor = Vector2(-temp.x,temp.y);
 }
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