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Question by QuebecDev · Dec 18, 2021 at 02:43 PM · physicsjointsjointdotsphysic

Unity DOTS Physics constraint linear and angular x,y,z

Hi,

I am trying to constraint my entity physic as per MonoBehaviour Rigidbody

alt text

I have found some posts that helped me, but I cant make this work. Here is what I have done so far...


This is a component that contains bool3 for the constraint:

 [GenerateAuthoringComponent]
 public struct PhysicsConstraintComponent : IComponentData
 {
     public bool3 linearConstrains;
     public bool3 angularConstrains;
 }
 

This is the system that creates the PhysicJoint:

         Entities
         .ForEach((Entity entity, in PhysicsConstraintComponent constraint, in Translation translation, in Rotation rotation) => {
 
             var rigidTransform = new RigidTransform( rotation.Value, translation.Value);
 
             var body = new BodyFrame(rigidTransform);
 
             PhysicsJoint joint = new PhysicsJoint
             {
                 BodyAFromJoint = body,
             };
 
             FixedList128<Constraint> constraints = new FixedList128<Constraint> {
                 new Constraint
                 {
                     ConstrainedAxes = constraint.linearConstrains,
                     Type = ConstraintType.Linear,
                     Min = 0,
                     Max = 0,
                     SpringFrequency = Constraint.DefaultSpringFrequency,
                     SpringDamping = Constraint.DefaultSpringDamping
                 },
                 new Constraint
                 {
                     ConstrainedAxes = constraint.angularConstrains,
                     Type = ConstraintType.Angular,
                     Min = 0,
                     Max = 0,
                     SpringFrequency = Constraint.DefaultSpringFrequency,
                     SpringDamping = Constraint.DefaultSpringDamping
                 }
             };
 
             joint.SetConstraints(constraints);
 
             ecb.AddComponent(entity, joint);
 
             ecb.RemoveComponent<PhysicsConstraintComponent>(entity);
 
         }).WithoutBurst().Run();

My entity is receiving the PhysicJoint but it ignores its constraints, the entity falls on the ground and rotates x,y,z. What am I doing wrong?

alt text

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