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 TwinPrime · Nov 10, 2017 at 03:05 PM · c#2dscripting problemphysicsrigidbody

Object jumps right after the attached HingeJoint2D is Enabled

Unity Version: 2017.1.0f3

I'm not new nor an amateur, but this thing is killing me...

Problem; When the hingejoint2D attached to the white object is activated, the white object jumps right after. is this a Unity bug, mentioned here?

When the white object enters the black one’s trigger, it activates automatically the hingejoint2D. While the ball travels between the two, hingejoint2d is deactivated.

Black ones are the static objects, with rigidbody2D & a triggered 2dcollider attached.



alt text



Setup: Left(White), Right(Black) object..

alt text


Code:


 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class BallControl : MonoBehaviour
 {
     HingeJoint2D hingeJoint2D;
     public float speed;
     public float Motospeed;
     bool gameStarted = false;
     public float anchorGap;
     JointMotor2D jointMotor;
     // Use this for initialization
     void Start()
     {
         gameStarted = false;
         hingeJoint2D = gameObject.AddComponent<HingeJoint2D>();
         hingeJoint2D.enabled = false;
     }
 
     // Update is called once per frame
     void Update()
     {
         if (Input.GetButtonDown("Jump"))
         {
             if (!gameStarted)
             {
                 gameStarted = true;
                 GetComponent<Rigidbody2D>().velocity = transform.up * speed * Time.deltaTime;
             }
             else
             {
                 hingeJoint2D.enabled = false;
             }
         }
     }
     void OnTriggerEnter2D(Collider2D other)
     {
         if(other.tag=="B1")
         {
             jointMotor.motorSpeed = Motospeed;
             jointMotor.maxMotorTorque = 10;
             hingeJoint2D.enabled = true;
             hingeJoint2D.autoConfigureConnectedAnchor = false;
             hingeJoint2D.anchor = new Vector2(other.GetComponent<CircleCollider2D>().radius- anchorGap, other.GetComponent<CircleCollider2D>().radius- anchorGap);
             hingeJoint2D.connectedBody = other.GetComponent<Rigidbody2D>();
             hingeJoint2D.connectedAnchor = new Vector2(0, 0);
             hingeJoint2D.useMotor = true;
             hingeJoint2D.motor = jointMotor;
 
         }
     }
 }
 



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

76 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How to make Rigidbody.AddForce less delayed in Unity3D? 0 Answers

2D floating object 2 Answers

rigidbody2D.addforce in collider 1 Answer

AddForce with 2D Character 2 Answers

Rigidbody.velocity giving weird result 0 Answers


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