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Question by juanpaco · Apr 04 at 08:25 AM · c#physicsjoints

How to set ArticulationBody motion to "limited" in C#

I'm adding the ArticulationBody component to a GameObject at runtime, and I'm trying to figure out how to set the "Motion" type from Free to Limited.

The unity docs are really sparse and I can't figure out how to implement it. The closest thing I've found is https://docs.unity3d.com/ScriptReference/ArticulationBody-linearLockX.html. Through trial and error, I've implemented the following script which builds without errors, but "Motion" still shows up as "Free". If I manually set motion to "limited" in play mode, then the drive.lowerLimit and drive.upperLimit actually have an effect.

This script should work as-is, just attach to an empty GameObject.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Test : MonoBehaviour
 {
     void Start()
     {
         for (int i = 0; i < 3; i++)
         {
             // spawn ArticulationBody root
             GameObject root = GameObject.CreatePrimitive(PrimitiveType.Sphere);
             root.transform.position = new Vector3(0, 2f, 2f * i);
             root.AddComponent<ArticulationBody>();
             ArticulationBody abRoot = root.GetComponent<ArticulationBody>();
             abRoot.mass = 20f;
 
             // link
             GameObject link = GameObject.CreatePrimitive(PrimitiveType.Cube);
 
             float randomX = Random.Range(2f, 6f);
             link.transform.localScale = new Vector3(randomX, 0.5f, 0.5f);
 
             float pivotPoint = (randomX / 2) + (root.transform.localScale.x / 2);
             link.transform.position = new Vector3(pivotPoint, 2f, 2f * i);
             link.transform.SetParent(root.transform);
             link.AddComponent<ArticulationBody>();
 
             ArticulationBody ablink = link.GetComponent<ArticulationBody>();
             ablink.mass = 0.25f;
             ablink.anchorRotation = Quaternion.Euler(0, 180, 90);
             ablink.anchorPosition = Vector3.left / 2;
             ablink.jointType = ArticulationJointType.RevoluteJoint;
 
             ArticulationDofLock limit = ArticulationDofLock.LimitedMotion;
             ablink.linearLockX = limit;
 
             var drive = ablink.xDrive;
             drive.stiffness = 10000;
             drive.damping = 100;
             drive.lowerLimit = -90f; // has no effect unless "Motion" is set to "Limited" in the editor manually
             drive.upperLimit = 90f; // has no effect unless "Motion" is set to "Limited" in the editor manually
             drive.target = 0f;
             ablink.xDrive = drive;
         }
 
     }
 }
 

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