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[SOLVED]Need a 2DJoint to Spin 360 Degrees, Help

Discussion in 'Physics' started by renman3000, Nov 16, 2018.

  1. renman3000

    renman3000

    Joined:
    Nov 7, 2011
    Posts:
    6,699
    Hi there
    Im working with 2D joints for the first time and no matter what I do in terms of settings on either a HingeJoint2D or WheelJoint2D, neither spin a full 360 degrees yet I see plenty of video that show this to be the case.....

    What am I missing?
     
  2. MelvMay

    MelvMay

    Unity Technologies

    Joined:
    May 24, 2013
    Posts:
    11,500
    Unfortunatley without more information, it's impossible to tell you what you're missing. Maybe you could describe what you do with a single Rigidbody2D with a single joint and why that won't do a full rotation.
     
  3. renman3000

    renman3000

    Joined:
    Nov 7, 2011
    Posts:
    6,699
    Hi @MelvMay, thanks.

    So, what I am doing is this: literally dropping a ball (circleCollider2D), onto an array of objects. Each of these objects has a PolygonCollider2D, Rigidbody2D and 2DJoint attached (either wheel or hinge as I have been testing both to get the 360 spin, neither do so). The array of objects are spread out enough that they do not prevent any other from spinning.

    -----
    Things I have done:

    I have positions of the rigidbody2D frozen, rotation is not frozen.
    I have toggled between many settings, such as Use Limits (true and false return the same result).
    The anchor is centered.
    The connected body has toggled between null and its own attached rigidbody.

    All the same results.

    ?? Hmmm.
     
  4. renman3000

    renman3000

    Joined:
    Nov 7, 2011
    Posts:
    6,699

    Sorry, turns out there was indeed another collider blocking its movements

    Sorry for the alarm.

    Thanks
     
    MelvMay likes this.