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Unity needs a working joint gizmo!

Discussion in 'Physics' started by Giantbean, Dec 28, 2019.

  1. Giantbean

    Giantbean

    Joined:
    Dec 13, 2012
    Posts:
    144
    The configurable joint and some times other joints simply don't respect the constraints. I am a visual person and when you set up a joint you can press the Edit Joint Angular Limits button in the inspector to get a gizmo in the scene view. The tiny hard to see gizmo is as far as I can tell supposed to tell you where the jointed object can move. Please correct me if I am wrong about that but isn't the jointed object supposed to stay within the wedge area shown in the joint gizmo?
    I will make a joint and set its constraints but instead of going to the max and min the object picks some arbitrary point as its max and another as the min. This is sometimes completely different from the expected results making it impossible for me to fix the issues I am having in my project.

    Honestly some times the joint does this instead:


    and I cant tell from the gizmo what is going to happen. The tiniest change in decimals of the limits can swap how the entire thing works!

    I have read every manual page tutorial question and forum I can find on the issue as well as watched all the video tutorials i can find and none of them address this or tell you how to set up a joint precisely. Instead they just say play with the joints settings until you get it right. Well I have been fussing with the joints for two weeks! They don't work for anything with any complexity so I really need some one to explain this or please tell if they know of a game engine that actually works in regards to joints constraints and non humanoid rigs.

    See also:
    https://forum.unity.com/threads/updated-gizmo-for-limits-angles-on-joints.5604/
    https://forum.unity.com/threads/join-gizmo-inverted.510555/#post-3336606
    https://forum.unity.com/threads/official-physics-improvements.390833/#post-2751126
    https://forum.unity.com/threads/better-visualisation-of-physyx-joint-angles.134060/#post-992182

    Some of these posts are very old and the gizmo still sucks so what options do we have here people?
     
  2. Giantbean

    Giantbean

    Joined:
    Dec 13, 2012
    Posts:
    144
    Any one know how to get around this?

    The Gizmo clearly shows it has more range of motion but if you pull it further it breaks the (Infinite break force/torque) joint and sends it flying off into space.