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Question by WeirderChimp · Apr 11, 2015 at 05:30 AM · physicsrigidbodyjointscustom

Custom Joints

hey so im using the default unity joint but they just don't have the functionality that i need so im thinking my next best option is to create my own custom (but simpler) joints.

here is a very basic script i made trying to figure out how to do this.

 public Rigidbody ConnectedNode;//connected rigidbody
     public float BreakingForce = 10f;// the force that is required to break the joint
     private float ForceApplyed;//this holds the force that was applyed when an object collides with it
     private Vector3 RelitivePosition;//the position the object is relitive to its connected body
 
     // Use this for initialization
     void Start () {
         RelitivePosition = transform.position - ConnectedNode.transform.position;//sets the relative position
     }
     
     // Update is called once per frame
     void Update () {
         rigidbody.MovePosition    (ConnectedNode.transform.position + RelitivePosition);
         rigidbody.MoveRotation (ConnectedNode.transform.rotation);
     }
 
     void OnCollisionEnter (Collision col){
         if(col.rigidbody){//if we had a rigidbody
             ForceApplyed = col.rigidbody.velocity.magnitude * col.rigidbody.mass;
 
             if(ForceApplyed > BreakingForce){
                 //Call JointBroke Function on this object
                 //Call JointBroke Function on Connected node
                 Destroy(this);//remove the Joint
             }
         }
     }
 
 

the main problem im having is keeping the rigid body's aligned with each other. (calculating the position of where the rigid body is suppose to be relevant to the Connected rigid body's position)

Thanks ~Scott

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