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Developer
  • ENGAGE SDK overview
  • Setting up the ENGAGE SDK
    • Registering as an ENGAGE developer
    • Setting up your local git repository
    • Installing the Unity Editor
    • Opening the ENGAGE SDK Unity project
    • Checking for SDK updates
    • Installing a platform build module
  • ENGAGE SDK project folders
  • General guidelines for 3D models
    • Optimizing 3D models
  • Locations
    • Guidelines for locations
    • Creating a new location
    • Building a location bundle
    • Testing a location locally on Windows
    • Configuring an object as a teleport target
    • Configuring the start position
    • Seats
      • Creating a seat
      • Using the summon to seat system
    • Network states
      • Network State Manager
      • Location Network States
      • Example network state configurations
        • Network state toggle object
        • Network state animation start/stop
        • Network state change animation
          • Creating an animation in Unity
          • Using Animator.Play(string)
          • Defining Animator transitions
          • Using Animator.SetTrigger(string)
        • Network state sync animation
        • Network state position toggle
        • Network state automatic door
        • Network state toggle skybox
        • Network state change materials
    • Adding grabable objects to a location
      • Resetting network objects with a button
      • Resetting network objects when out of bounds
    • Locations reference information
      • Basic requirements for a location
  • Immersive Effects (IFX)
    • Guidelines for IFX
    • Creating an IFX
    • Building an IFX bundle
    • Testing IFX locally on Windows
    • Specialized IFX
      • Animated IFX
        • Animation overrides
          • Legacy animations
          • Animator animations
          • Configuring additional Effect Life Run Control properties
      • Audio IFX
      • Interactive IFX
  • List of available prefabs
  • Available scripts
    • External Video Player
  • Profiling
  • Publishing to ENGAGE
    • Publishing checklists
    • Pushing files to your GitHub repository
  • AFX
    • Getting started
      • Changelog
    • AFX Graphs
      • Creating an AFX graph
      • Editing an AFX graph
      • Navigation and keyboard shortcuts
      • Adding an AFX graph to a game object
      • Nodes
      • Ports
      • Connections
      • Flows
        • Starting a flow
        • Using multiple flows
        • Chaining flows
        • Controlling flows
      • References
      • Using AFX Events
    • Networking AFX
      • Network State Modules
      • Ownership of networked objects
    • Animation curves
    • Node dictionary
      • ENGAGE
        • AFX Companion
          • Constant Collision
          • Grab Object
          • PathData
        • Networking
          • Network State Modules
        • Physics
        • Player
        • Seat
      • Events
        • Collision
        • Unity
        • AFX Events
      • Flow
      • Reference
      • Unity
        • Component
          • Animation
            • Set Parameters
          • Audio
            • Audio Reverb Zone
            • Audio Source
          • Collider
          • FX
          • Rendering
            • Camera
            • Light
            • Material
          • UI
        • Constraint
        • GameObject
        • Input
        • Physics
          • Raycast
            • Layer Mask
          • RigidBody
            • Joint
              • Hinge
              • Spring
          • Wheel Collider
        • Time
        • Transform
          • Get
          • Set
          • Space Switching
      • Variable
        • Bool
        • Comparison
        • Float
        • Int
        • List
        • Math
          • MathF
        • String
        • Unity Component
        • Vector
          • Quaternion
          • Vector2
          • Vector 3
            • Vector3 Math
    • Sample graphs
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On this page
  • Hinge nodes
  • Spring nodes
  • Joint Info
  • Set value nodes
  1. AFX
  2. Node dictionary
  3. Unity
  4. Physics
  5. RigidBody

Joint

PreviousRigidBodyNextHinge

Last updated 7 months ago

Hinge nodes

See Hinge

Spring nodes

See Spring

Joint Info

Access information about a joint. For more information, refer to the page in the Unity documentation.

Name
Type
Description

Joint

Joint

Reference to a Joint.

Outputs:

Name
Type
Description

Current Force

Vector3

The force applied by the solver to satisfy all constraints.

Current Torque

Vector3

The torque applied by the solver to satisfy all constraints.

Game Object

GameObject

The GameObject the Joint is a component of.

Transform

Transform

The transform of the GameObject the joint is a component of.

Set value nodes

The set nodes for a Joint have a similar arrangement of inputs and outputs, as described in the following sections.

Inputs:

Name
Type
Description

Enter

Flow

Flow to activate the node.

<property>

<varies> [editable]

The value to set for the chosen property.

Joint

Joint

Reference to a Joint.

Outputs:

Name
Type
Description

Exit

Flow

Continue the activating flow.

Available nodes:

Name
Input type
Description

Set Joint Anchor

Vector3

The Position of the anchor around which the joints motion is constrained.

Set Auto Config Anchor

Boolean [editable]

Should the connectedAnchor be calculated automatically?

Set Axis

Vector3

The Direction of the axis around which the body is constrained.

Set Break Force

Float [editable]

The force that needs to be applied for this joint to break.

Set Break Torque

Float [editable]

The torque that needs to be applied for this joint to break.

Set Connected Anchor

Vector3 [editable]

Position of the anchor relative to the connected Rigidbody.

Set Connected Articulation Body

Articulation Body

An articulation body this joint connects to.

Set Connected Body

RigidBody

Another rigidbody this joint connects to.

Set Connected Mass Scale

Float [editable]

The scale to apply to the inverse mass and inertia tensor of the connected body prior to solving the constraints.

Set Enable Collision

Boolean [editable]

Enable collision between bodies connected with the joint.

Set Enable Processing

Boolean [editable]

Toggle preprocessing for this joint.

Set Mass Scale

Float [editable]

The scale to apply to the inverse mass and inertia tensor of the body prior to solving the constraints.

There are multiple nodes that you can use to set properties of a Joint. For more information, refer to the page in the Unity documentation.

Joint
Joint
Example set node for a Joint - the Set Joint Anchor node