Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 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
1
Question by bimboladimeji · Jun 07, 2010 at 03:55 PM · jointcreateconfigurablejoint

Difference between creating Configurable Joint in code and creating the same type of Joint in script

I created an object that adds a configurable joint to itself on run time and sets its connected body to another object in the scene. The other object is supposed to be affected by gravity and as it is falling, it is supposed to pull the object with the joint. Sounds simple and works when I do the exact same thing in the editor! Is there any difference between creating a joint at run time using scripts and creating one with the editor?

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

1 Reply

· Add your reply
  • Sort: 
avatar image
4

Answer by duck · Jun 07, 2010 at 04:21 PM

There should be no difference as far as I'm aware, except one - when you create the joint via code, you need to make sure you assign the connected body last of all (after setting all the other joint settings) otherwise you will get erratic results.

Think of assigning the connected body as an "Apply" button!

Comment
Add comment · Show 4 · Share
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
avatar image bimboladimeji · Jun 07, 2010 at 05:13 PM 0
Share

Thank a lot! I was doing the exact opposite! You are Awesome!!

avatar image duck ♦♦ · Jun 07, 2010 at 05:53 PM 0
Share

no problem :) remember to tick the 'accepted' icon!

avatar image Jean-Fabre · Nov 22, 2010 at 10:45 AM 0
Share

I don't get erratic results, and I build my configurable joints via script and set the connected body first. odd.

avatar image duck ♦♦ · Nov 22, 2010 at 12:42 PM 0
Share

Perhaps this is something which has been fixed in 3.0

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

1 Person is following this question.

avatar image

Related Questions

Joints Configured from Script do not work properly? $20 reward 3 Answers

How do I set up a ConfigurableJoint so that it behaves just like a HingeJoint? 1 Answer

When add joints to wheelcollider then it is not collide with other collider 0 Answers

How to use multiple spring joints on the same object? 1 Answer

How to apply joint's inverse forces to another body 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