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 /
This post has been wikified, any user with enough reputation can edit it.
avatar image
0
Question by marce155 · Jun 08, 2014 at 03:36 PM · c#physicsjointanchor

Position of joint endpoint on rigidbody

Hi, I started working with unity 5 days ago so it may be a very trivial problem, but I haven't found any solution (or didn't manage to apply the solutions I found to my specific case).

Background: I'm creating a mod for KSP which allows the user to create struts (joints) between parts in flight (in game). There are two ways to create such a connection:

  1. Putting an origin part on one body, a target part on another and creating a connection between those two

  2. Connecting a origin part to another body without an explicit target part (imagine a rope with a magnetic hook or something like that)

Now my problem: when I don't have a target part and create the joint directly with the rigidbody of the (big) part all forces applied to the joint seem to be applied to the center of the target part instead of the position of the visual strut.

Since it is a bit difficult to explain I created several screenshots and a graphic (in the screenshots red is the force and blue is a point where the white cylinder is mounted free moving and can rotate (the axis)):

  1. Basic idea of how a body should react when forces are applied to certain positions (assuming center can move and is somewhat fixed)

  2. How it looks like when I'm attaching a target part and connect origin and target - that's how it should be

  3. How it looks like when I'm directly attaching to the big white cylinder. The force is strong enough to flex the part the origin is attached to but the white cylinder stays in about the same horizontal position.

Can I tell the joint somehow that it should not be attached to the center but to exactly the point the visual strut hits the target?

Thank you very much in advance!

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

21 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

Related Questions

Distribute terrain in zones 3 Answers

OnJointBreak 1 Answer

Hinge Joint Giving Fake 'Slack' 0 Answers

If a joint has a Connected Body, does it ignore the Anchor position? 1 Answer

combine Spring + Hinge in one ConfigurableJoint 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