Constraints
In the physics engine, Constraints are used to simulate connections between objects, such as rods, strings, springs, or ragdolls.
Constraints depend on Rigidbody. If the node does not have a rigidbody component, the engine will automatically add a rigidbody component when adding constraints.
Note: The current constraint only works if the physics engine is selected as Bullet, PhysX or Cannon.js.
HingeConstraint
Hinge constraints constrain the motion of connected objects to a certain axis. This constraint is useful in situations such as simulating the hinge of a door or the rotation of a motor.
Properties | Description |
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AttachedBody | Rigid body components under the node where the current constraint is located |
ConnectedBody | Gets or sets the rigid body to which the constraint is connected, null means it is linked to a static body at the world origin |
EnableCollision | Gets or sets whether collision is enabled between two bodies connected by a constraint |
PivotA | Constrain the relative position of a joint in the local space of its own rigid body |
PivotB | Constrain the relative position of the joint in the local space of the connected rigid body |
Axis | The axis that constrains constraint rotation in local space |
Please refer to HingeConstraint API for the hinge constraint interface.
PointToPointConstraint
A point-to-point constraint is a simple composite constraint that connects two objects, or one object, to a point in the coordinate system. The connected objects can be freely rotated with respect to each other while sharing a common connection point.
Properties | Description |
---|---|
AttachedBody | The rigid body to which the collider is attached |
ConnectedBody | Gets or sets the body to which the constraint is connected |
EnableCollision | Gets or sets whether collision is enabled between two bodies connected by a constraint |
PivotA | Constrain the relative position of a joint in the local space of its own rigid body |
PivotB | Constrain the relative position of the joint in the local space of the connected rigid body |
For point-to-point constraint interface, please refer to PointToPointConstraint API.
FixedConstraint
A fixed constraint is the simplest constraint, it locks the relative position and rotation of two rigid bodies. The connected objects are not allowed to move relatively to each other.
Properties | Description |
---|---|
AttachedBody | The rigid body to which the collider is attached |
ConnectedBody | Gets or sets the body to which the constraint is connected |
EnableCollision | Gets or sets whether collision is enabled between two bodies connected by a constraint |
BreakForce | Gets or sets the maximum force that can be applied to the constraint before it breaks |
BreakTorque | Gets or sets the maximum torque that can be applied to the constraint before it breaks |
For point-to-point constraint interface, please refer to FixedConstraint API.