Joint

Hinge nodes

See Hinge

Spring nodes

See Spring

Joint Info

Access information about a joint. For more information, refer to the Joint 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

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

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

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

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.

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