Configurable Joints incorporate all the functionality of the other joint types and provide greater control of character movement. They are particularly useful when you want to customize the movement of a ragdoll and enforce certain poses on your characters.
You can also use them to adapt joints A physics component allowing a dynamic connection between rigidbodies, usually allowing some degree of movement such as a hinge. More info See in Glossary into highly specialized joints of your own design.
Like the other joints, you can use the Configurable Joint to restrict the movement of an object but you can also use it to drive it to a target velocity or position with forces. Because there are a lot of configuration options,you may need to experiment with them to get the joint to behave exactly the way you want.
PuppetMaster - Advanced Character Physics Tool [RELEASED]
You can constrain both the translational movement and rotation on each joint axis independently using the X, Y, Z Motion and X, Y, Z Rotation properties. Each of these properties can be set to LockedLimited or Free :.
You can limit translational movement using the Linear Limit property, which defines the maximum distance the joint can move from its point of origin measured along each axis separately. For example, you can constrain the puck for an air hockey table by locking the joint in the y-axis in world spaceleaving it free in the z-axis and setting the limit for the x-axis to fit the width of the table; the puck is then constrained to stay within the playing area.
You can also limit rotation using the Angular Limit properties. Unlike the linear limit, you can specify different limit values for each axis with this property. You can also define separate upper and lower limits on the angle of rotation for the x-axis; the other two axes use the same angle either side of the original rotation.
By default, a joint stops moving when it runs into its limit. However, an inelastic collision A collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has a rigidbody component and is in motion.
More info See in Glossary like this is rare in the real world and so it is useful to add some feeling of bounce to a constrained joint. To make the constrained object bounce back after it hits its limit, use the Bounciness property of the linear and angular limits. Most collisions look more natural with a small amount of bounciness but you can also set this property higher to simulate unusually bouncy boundaries like the cushions of a pool table.
If you set the Spring property to a value above zero, the joint does not abruptly stop moving when it hits a limit, but is drawn back to the limit position by a spring force. The strength of the force is determined by the Spring value. By default, the spring is perfectly elastic and will catapult the joint back in the opposite direction to the collision.
You can use the Damper property to reduce the elasticity and return the joint to the limit more gently. For example, you can use a spring joint A joint type that connects two Rigidbodies together but allows the distance between them to change as though they were connected by a spring.
More info See in Glossary to create a lever that you can pull to the left or right, but then it springs back to an upright position. If the springs are perfectly elastic then the lever will oscillate back and forth around the centre point after it is released. However, if you add enough damping then the spring will rapidly settle down to the neutral position. Not only can a joint react to the movements of object it is attached to, but it can also actively apply drive forces to set the object in motion.
Some joints need to keep the object moving at a constant speed, such as a rotary motor turning a fan blade. Use the Target Velocity and Target Angular Velocity properties to set your desired velocity for such joints. You might need to use joints that move their object towards a particular position in space,or a particular orientation.
Use the Target Position and Target Rotation properties to set this functionality. For example, to implement a forklift, mount the forks on a configurable joint and then set the target height to raise them from a script. The Position Spring and Position Damper work in the same way as for the joint limits when they seek a target position.
For example, the formula for the XDrive force is:. So, the force grows proportional to the difference between the current value and the target value, and reduces by the damper proportional to the difference between the current velocity and the target one. Unity applies the force to both positional and rotational drives.
The Maximum Force property is a final refinement that prevents the force applied by the spring from exceeding a limit value regardless of how far the joint is from its target. This prevents a joint that you stretch far from its target from rapidly snapping the object back in an uncontrolled way.
When you use any drive force except for Slerp Drivedescribed belowthe joint applies the force to the object separately in each axis.Search Unity. Log in Create a Unity ID. Unity Forum. Forums Quick Links. Asset Store Spring Sale starts soon! Unite Now has started! Come level up your Unity skills and knowledge.
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By default interpolation is turned off. Commonly rigidbody interpolation is used on the player's character. Physics is running at discrete timesteps, while graphics is renderered at variable frame rates.
This can lead to jittery looking objects, because physics and graphics are not completely in sync. The effect is subtle but often visible on the player character, especially if a camera follows the main character. It is recommended to turn on interpolation for the main character but disable it for everything else. Is something described here not working as you expect it to?
It might be a Known Issue. Please check with the Issue Tracker at issuetracker. Version: Language English. Scripting API. Suggest a change. Submission failed For some reason your suggested change could not be submitted. Description Interpolation allows you to smooth out the effect of running physics at a fixed frame rate.
Publication Date: If been polishing up on my ragdoll skills, but there is one little last problem. Upon Instantiating the ragdoll, I give it the velocity of the gameobject that spawned it. However there seems to be this little jitter, that influences the rest of the trajectory of the ragdoll. Upon examining slowed down video footage I noticed that jitter is happening the first frame the ragdoll is spawned. It bounces back just a tiny bit, before continuing in the correct direction. Obviously, there are a number of different reasons that can cause this problem, but after a few hours I haven't been able to determine what is causing this, and why.
For the ragdoll i used the same model, with the same anchor point etc as for the animated model, so it's not the axis's. Although this is odd, I dont see how turning the velocity value into negatives should push the ragdoll back 1 frame, and then not. Anybody any idea on what's the cause of this, and how to fix it? Can it perhaps be the joints? Any help will be greatly apriciated!
I tried an alternative: I created an auxiliary trigger volume a little bigger than the actual object's collider, and changed the script to do the ragdoll replacement in OnTriggerEnter instead of OnCollisionEnter - this way, the runner guy will first encounter the trigger and be replaced by the ragdoll, which will actually collide with the obstacle.
It worked fine for me - except by the fact that there was two trigger events, thus I had to create a boolean variable replaced that eliminated the second event. Tried your suggestion, wich showed it was still happening, 4 meters away from the Player.
This eventually led me to an issue with the animation: The rigidbody was rotating, but so was the model in the animation. When I took out that rotation, it worked fine. Thanks again!! Attachments: Up to 2 attachments including images can be used with a maximum of To help users navigate the site we have posted a site navigation guide. Make sure to check out our Knowledge Base for commonly asked Unity questions. Answers Answers and Comments. Character Body Part Dismemberment 1 Answer.
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Download our new 2D sample project: Lost Crypt. Discover how the new suite of 2D tools work together to create visually stunning projects.There are many causes for objects to stutter when being moved in Unity.
This guide explains the different options for smooth movement and explains what lerping and deltatime are as well as how to use them! Very important and useful to learn when developing Unity games.
Unity How to Fix Movement Stutter
Moving objects based on frame rate is very important for creating smooth movement. Otherwise when the frame rate of the game changes, the speed of the objects will also change! Unity has a variable named deltaTime Time. Note: Using only deltaTime alone may still give stutter at lower framerates or at higher movement speeds.
You will want to use deltaTime movement in combination with either lerping or a interpolated rigidbody! Both explained in their sections below! Lets say you have a ball moving across the screen at 1 pixel per frame.
If the frame rate of the game is then the ball will have moved pixels in 1 second. If the game is running at 10 frames per second you can never be sure what frame rate you game will be running at on all systems! This is because as the frame rate is lowered the time since last frame actually increases and visa-versa for lower frame rates. Lerping is where you interpolate a value from start to finish, this basically means to fill in the gap between start and finish gradually.
A, B, C, D, E… etc. Lerp but referencing Mathf. Lerp for explaining some basics. Lerp takes 3 parameters: Vector3 start position, vector3 end position and a float lerp value. For example using the Mathf. Lerp function. Lerp 0f, 10f, 0. One option for using Vector3.Working with animations is easy in Unity, and so is working with physics. However when you combine those two, things can go haywire.
I wanted to write a short post about it and how to avoid some of the potential pitfalls. In one hand you have the regular, variable time step update loop which is governed by the rendering, and on the other hand you have the physics, fixed time step update loop which is governed by the physics engine. This means that there are basically two instances of the same universe but in different time! By default the animations are updated in the regular update loop.
This is perfectly fine, and gives us smooth visual results. However, because the time in physics world is different, objects updated in the regular update loop appear to move erratically in the physics world. Luckily this can be solved by forcing the animation to be updated in the physics loop — just use the Animate Physics setting in either Animator or Animation component. The caveat with this is that once you go from the regular update to the physics update, you will start to get small jitter in the motion as the physics is never perfectly in sync with regular update.
Again, luckily this can be solved with interpolation modes see below. Once you set the animation to update in the physics loop, the physics engine sees the collider being updated at regular intervals. This will cause some issues. Secondly, if the animated collider is moving underneath some rigidbodies, there is no friction at play at all. This means that collider is simply sliding under those rigidbodies on top of it, leaving them be.
So how to fix it? This ensures that the collider has a proper physical response. Remember to set it to kinematic! This means that roughly for every 3 regular updates there will be 4 physics updates. And because there can be only integer number of physics updates per frame, this means that two of the frames will have 1 physics update and one will have 2 updates.
It gets even worse with 40 FPS regular update rate and 60 Hz physics update rate why? On the other hand, if you lower your physics update rate to something like 10 Hz which you really should, just to test your game physicsyou get opposite effect. There will be frames where physics is not updated at all. For this Unity offers a way to interpolate the position of rigidbody for the regular update. There are two modes: interpolation and extrapolation.Molecular simulations (ragdolls)
The interpolation mode is not only for animation, it works with any rigidbody. Interpolation means that the position for the object is calculated by taking the current update time, and moving it backwards one physics update delta time.
Now there are at least two physics updates: one behind the chosen time and one ahead. Unity simply interpolates between those two updates to conceive a position which it then uses for the update position. This means that the interpolation is actually lagging behind one physics update! The other option is to use extrapolation. Instead of using those two physics updates and interpolate between them, Unity uses them to predict the future position for the object.
And it will fail often, especially in sudden changes in motion like collisions….