Search Unity

  1. Improved Prefab workflow (includes Nested Prefabs!), 2D isometric Tilemap and more! Get the 2018.3 Beta now.
    Dismiss Notice
  2. The Unity Pro & Visual Studio Professional Bundle gives you the tools you need to develop faster & collaborate more efficiently. Learn more.
    Dismiss Notice
  3. Let us know a bit about your interests, and if you'd like to become more directly involved. Take our survey!
    Dismiss Notice
  4. Improve your Unity skills with a certified instructor in a private, interactive classroom. Watch the overview now.
    Dismiss Notice
  5. Want to see the most recent patch releases? Take a peek at the patch release page.
    Dismiss Notice

using springJoint/ConfigurableJoint as supporting spring

Discussion in 'Physics' started by NDSno1, Aug 10, 2018.

  1. NDSno1

    NDSno1

    Joined:
    Dec 20, 2014
    Posts:
    195
    Hi all,
    I'm trying to use springJoint and configurableJoint as a supporting spring holding a mass/rigidbody on top of another mass/rigidbody. Both rigidbodies can move and rotate freely. Think of it like a scissor lift. However, I can't seem to be able to configure the spring to be the support. Unity's (or PhysX rather) spring seems to behave like a rope, anchoring a rigidbody to another fixed rigidbody, not supporting.
    What I'm doing is put the SpringJoint component in the lower rigidbody, and set anchor point and anchor rigidbody to the upper rigidbody. But when in play mode, the upper rigidbody would just drop down on top of the lower rigidbody like there is no spring force at all, not matter how strong the spring force is (which was 50000 for a 300kg rigidbody mass)
    Is there any solution to my problem here? Or do I have to implement my own spring solution?
    Thank you.