"Heres the time codes except you can press them" Setup 0:26 Fixed joint 1:15 Spring joint 3:33 Hinge joint 6:54 Character joint 9:52 Configurable joint 11:55
you know combining simpler joints gives the same power but less annoying weirdness with 200 exposed fields giving different options.. i think unity should strip down the joints and allow users to combine functionalities
Yo this video is great! So many dev's speak at length unnecessarily to where I have to 1.5x the video. Not yours! Clear and to the point. Thanks so much!
Thank you, I was struggling so hard with getting a configurable joint to work as I wanted. You explained it so much better than the Unity documentation. Showing off with a good example! Thank you so much!
Thank you kind sir! I'm getting into active rag-dolls and this really helped clear up a lot of frustration with what the differences were between all of the different joints.
@DitzelGames, Hi there I may be couple years too late but @2:05 you never mentioned that you need to press play to move the fixed joint. Otherwise they don't move together, my question is can you move those joints when NOT pressing play? In other words during the regular scene? Thx in advance.
Thank you man. 2 things though. You should definitely enable gizmos. It's way easier to understand what's happening. And at the beginning where you tried to collide one box into the other to break the joint. In that case, the joint break force wasn't the problem. Unity actually didn't detect any collider at all. To prevent that, just change your Rigidbody Collision detection to "Continuous" instead of "Discrete".
Thank you so much for the video! One tip, if i may: i found out that if you "test" by doing an animation, it's way easier to test any interaction (i.e. animate the FreeCube), instead of moving it in Play Mode. Cheers!
I would like to add a hinge joint on an object that will be rotating with another larger object (basically a Ferris Wheel), but the hinge joint is too loose, it starts spinning like crazy at some point, no friction at all. Raising the mass or angular drag of the rigidbody does nothing, and raising the drag makes it stiffer but also feels much more resistance to the air. Do you know anyway of making it less loose?
how would I attach my character(which has a fixed joint) to a object like a cube through script? for instance I want to have a interaction script on the cube I want to pick up and have a interaction radius of about 0.4 so that when the character enters the interaction zone the fixed joint automatically enables between the two objects and he can move around with it
There is a big problem in your idea. The player is going to grab things, that means he is responsible for the interaction script. Here is the solution: The player needs a fixed Joint in order for this to work. FixedJoint fixedJoint = GetComponent(); fixedJoint.connectedBody = new Rigidbody(); //replace new Rigidbody() with the target rigidbody. This is just for the logic of setting the Rigidbody of a joint. You still need to find the Rigidbody somehow? If you need more information, I'm going to reply in this thread.
Hello there nice video nice explain. I have a question. How can i get the thumbnail physic i must to do that but i cant find source. Shortly, i am developing hyper-casual games. And i stack boxes to my pallet truck. If i swerving my character to right, boxes are smoothly curved to left. How can i do that ?
Newbie here. Would a spring joint approach make sense for trying to create a pole vaulting mechanic? Or what would be a good approach for creating pole vaulting?
If only you had put ( 0:00 intro ) at the top of that list of timestamps then this video would have chapters visible for anyone without going to the description. Yes, I'm lazy. What of it?
I'm struggling so much with this. The anchor point simply does not work correctly and I can't figure out why. Instead of anchoring where it's supposed to, it always goes to the center of mass instead. And it makes no sense.
Nice tutorial again. I am new to game dev and was wondering if you could do a tutorial based on a mobile multi level game, explaining setting up of where the touch controller screen goes and a bit of explanation about correct use of 'game manager'. Is it possible to have the main character teleport into the level start and teleport out at the end of each level. Any help on these matters would be amazing, thanks, Paul
You are the man. Next time I am paid, I am going to become a patreon on your site because for one, your tutorials are amazing, and two, at least you reply to people, nice. Thanks, Paul
Hellow, nice tutorial! But can you explain how ancor axis in configurable joint works? I suppose it needs for turning limit area. I'm making body with 2 limbs attached to it. And those limbs must have assimetrical angle limits on 2 direction. 1) how rotate areas with this axis? Only x angle axis have min max setting. 2) also areas on both limbs looking in one direction, but i need them to be mirrored. How to mirror them? I tried to change axis values and areas moved in weird way. May be i should use several hinge joints, but i think it will be harder to script. If so, i still want to know how axis work.
Hey, i know this is pretty old already. If I wanted a kunai or let's say a karambit to spin around a finger by gravity applied in VR like on a springjoint, which one would i choose? I can't seem to get it to work haha. Still pretty informative video. Thank you very much!
Representation of the fixed joint here is not entirely correct. You can use fixed joint in chains like hinge joint. You can try it on unity if you want. You will see that fixed joint can be used like hinge joint.
DitzelGames well that is the problem all videos are 100% the same. If i watch one i have seen them all. I wanted som1 to explore implementing in a practical sense but nobody does this. Everyone just does the same demo video...
@@anthonyder3685: See my rope physics video. There I used it to create a rope th-cam.com/users/edit?o=U&video_id=Cecp4a7FsTU I think there are so many videos out there that shows how to use it in a practical sense. They are simply not just labeled "Spring Joint in a practical use case"
@@notrue4u That's not some professional programming here. But it works. It would be better if I used Quaternions for rotation, but I didn't learn them so I used my own method.
You should use Unity's learn website. It has a lot of different tutorials as well as a lot of documentation about different aspects of unity too. unity.com/learn
For anyone watching this, the explanation for the character joint is incorrect. The "Axis" parameter is the main twist axis (as documented in the Unity docs), not the swing axis. The whole section on the character joint is all wonky, as the axes are not correctly set, and what the author is saying does not match what's actually happening!
"Heres the time codes except you can press them"
Setup 0:26
Fixed joint 1:15
Spring joint 3:33
Hinge joint 6:54
Character joint 9:52
Configurable joint 11:55
Thank you
Wow, having this joint customization makes Unity extremely powerful! This is AWESOME. Thanks for the tutorial!!
you know combining simpler joints gives the same power but less annoying weirdness with 200 exposed fields giving different options..
i think unity should strip down the joints and allow users to combine functionalities
Yo this video is great! So many dev's speak at length unnecessarily to where I have to 1.5x the video. Not yours! Clear and to the point. Thanks so much!
Thank you, I was struggling so hard with getting a configurable joint to work as I wanted. You explained it so much better than the Unity documentation. Showing off with a good example! Thank you so much!
ZOV
thank you, i was kinda wanting to make a ragdooll without simplified joints, and the hinged joint should work
Thank you kind sir! I'm getting into active rag-dolls and this really helped clear up a lot of frustration with what the differences were between all of the different joints.
Thank you! You really helped me understand configurable joints.
@DitzelGames, Hi there I may be couple years too late but @2:05 you never mentioned that you need to press play to move the fixed joint. Otherwise they don't move together, my question is can you move those joints when NOT pressing play? In other words during the regular scene? Thx in advance.
thank you so much! I'm just learning physics in unity so this is incredibly helpful
Thank you man. 2 things though.
You should definitely enable gizmos. It's way easier to understand what's happening.
And at the beginning where you tried to collide one box into the other to break the joint. In that case, the joint break force wasn't the problem. Unity actually didn't detect any collider at all. To prevent that, just change your Rigidbody Collision detection to "Continuous" instead of "Discrete".
@3:00 ish you mean. Thank you!
Amazing tutorial! Found out the exact thing that i needed :D Thank you!
imagine rigging a chatacter with these joints OwO
great video! I caught a really good second lesson and that is your rapid prototyping technique on a test project. This will save me a ton of time!
Thank you so much, it really made them a lot clearer!
Thanks so much! What a great rundown of all the joint types. Very useful stuff - you've got a new sub!
16:30 Shouldn't you have changed Rotation Drive Mode to Slerp as well? You basically just disabled springs here.
Thank you so much for the video! One tip, if i may: i found out that if you "test" by doing an animation, it's way easier to test any interaction (i.e. animate the FreeCube), instead of moving it in Play Mode. Cheers!
The 3DBuzz physics tutorial was awesome. But I can't find it anymore. Thanks for sharing!
I would like to add a hinge joint on an object that will be rotating with another larger object (basically a Ferris Wheel), but the hinge joint is too loose, it starts spinning like crazy at some point, no friction at all. Raising the mass or angular drag of the rigidbody does nothing, and raising the drag makes it stiffer but also feels much more resistance to the air. Do you know anyway of making it less loose?
Awesome! Thanks for the great video!
If you add a 0:00 timestamp in the description youtube can make chapters for the video
Nice video sir 👏👏👍❤️
Love from India❤️❤️
thanks exactly what i was looking for
Exactly what I was looking for! Wow thanks.
thanks for awesome tutorials
Cool video... but how did you get the objects to move during simulation [play]?
how would I attach my character(which has a fixed joint) to a object like a cube through script? for instance I want to have a interaction script on the cube I want to pick up and have a interaction radius of about 0.4 so that when the character enters the interaction zone the fixed joint automatically enables between the two objects and he can move around with it
Hi, did you manage to solve this? I'm facing the sam problem :)
There is a big problem in your idea. The player is going to grab things, that means he is responsible for the interaction script. Here is the solution:
The player needs a fixed Joint in order for this to work.
FixedJoint fixedJoint = GetComponent();
fixedJoint.connectedBody = new Rigidbody(); //replace new Rigidbody() with the target rigidbody.
This is just for the logic of setting the Rigidbody of a joint. You still need to find the Rigidbody somehow?
If you need more information, I'm going to reply in this thread.
Liked. Saved. Subbed. Commented!
Cool! Great tutorial! 👍🤓
Nice tutorial, thanks mate
One of the best Unity tuts ive seen. Thanks
2:11 notice that he did that in play mode
hahaha . thank you dude , i was so exicted ... and not see it .. you solved me a lot of hours
Thank you mery much ,good tutorial .
Hello there nice video nice explain. I have a question. How can i get the thumbnail physic i must to do that but i cant find source. Shortly, i am developing hyper-casual games. And i stack boxes to my pallet truck. If i swerving my character to right, boxes are smoothly curved to left. How can i do that ?
works, chock-full thanks!
just what I needed, thank you
Thank you a lot for this video.
Newbie here. Would a spring joint approach make sense for trying to create a pole vaulting mechanic? Or what would be a good approach for creating pole vaulting?
If only you had put ( 0:00 intro ) at the top of that list of timestamps then this video would have chapters visible for anyone without going to the description.
Yes, I'm lazy. What of it?
thank you and have a nice day :)
Your voice is adorable and your video is informative, perfect. Thanks for putting this together!
elmer fudd?
Thanks
This is very helpful!!
Excellent tutorial! Do you know how to strengthen a fixed joint?
The break and torque value?
شكراً جزيلاً : )
Could this method be used to make fishing mechanisms?
Thx m8s
I'm struggling so much with this. The anchor point simply does not work correctly and I can't figure out why.
Instead of anchoring where it's supposed to, it always goes to the center of mass instead. And it makes no sense.
hello, I have a problem with some fixedJoint and hingeJoint, could you help me how to solve them
Thank you
Awesome!
Is there a way to give rigidbodys connected with fixed joint gravity mine just float
Nice tutorial again. I am new to game dev and was wondering if you could do a tutorial based on a mobile multi level game, explaining setting up of where the touch controller screen goes and a bit of explanation about correct use of 'game manager'. Is it possible to have the main character teleport into the level start and teleport out at the end of each level. Any help on these matters would be amazing, thanks, Paul
Yes, I will consider this.
You are the man. Next time I am paid, I am going to become a patreon on your site because for one, your tutorials are amazing, and two, at least you reply to people, nice. Thanks, Paul
Hello, why my hinge joint is looks like 2d ? i need to make like you but it looks circle, i need spherical hinge joint ? its only effected horizontal
Worked, thx
Goat
Can u use a spring joint swining like a rope or a grappeling hook?
anyone know why the physics no long applies any motion when you child the joint bones to the parent?
How do i assign the connected body through the script
if (!GetComponent().connectedBody)
{ GetComponent().connectedBody = GetComponentInParent(); }
excellent
Hellow, nice tutorial!
But can you explain how ancor axis in configurable joint works? I suppose it needs for turning limit area.
I'm making body with 2 limbs attached to it. And those limbs must have assimetrical angle limits on 2 direction.
1) how rotate areas with this axis? Only x angle axis have min max setting.
2) also areas on both limbs looking in one direction, but i need them to be mirrored. How to mirror them?
I tried to change axis values and areas moved in weird way.
May be i should use several hinge joints, but i think it will be harder to script.
If so, i still want to know how axis work.
super helpful :)
Hey, i know this is pretty old already. If I wanted a kunai or let's say a karambit to spin around a finger by gravity applied in VR like on a springjoint, which one would i choose? I can't seem to get it to work haha. Still pretty informative video. Thank you very much!
Spring
Nice tutorial thanks! what kind of joint can be rigged with more than 1 other objets?
You can add more than one joint to a rigidbody to archive this.
@@DitzelGames i tried to link a tank track with all types of joints but nithing Happens
Thanks!
thank you
How would connect a spring or hinged joint using c# script, ?
3:19 Now Its completely broken 😭😭
Does anyone know how to controll joints of a asset by code? For custome movements for example
Reefer joints
Representation of the fixed joint here is not entirely correct. You can use fixed joint in chains like hinge joint.
You can try it on unity if you want. You will see that fixed joint can be used like hinge joint.
good video
THX!
I can not get any hinge joint working, no matter how hard I try
It's like I'm learning from Jens Bergensten
anyone know how to make like a drawbridge. im trying to make a dive onto truck trailer thing that you can lower and rais a ramp using two butens
Please make another tutorial
slider joint ?
Scrap mechanic used this?
This doesn't have all the joints though.
Why is every video on spring joint 100% the same? I don't think anyone really understand them...
I think I explained every detail of it - Like everyone else! Do you miss anything?
DitzelGames well that is the problem all videos are 100% the same. If i watch one i have seen them all. I wanted som1 to explore implementing in a practical sense but nobody does this. Everyone just does the same demo video...
because they're showcasing the same exact thing...
@@anthonyder3685: See my rope physics video. There I used it to create a rope th-cam.com/users/edit?o=U&video_id=Cecp4a7FsTU
I think there are so many videos out there that shows how to use it in a practical sense. They are simply not just labeled "Spring Joint in a practical use case"
@@DitzelGames thats the youtube studio edit link FYI
thx
0:00 in thifff video, i cracked already lol
Did he shave? Or if he’s lost weight too good work man idk 😂
I feel so bad when I realize I have to use Configurable joint...
what are u using that for?
picking up objects like in Portal. I made it using rigid body already. I can share if you want
@@АдисХоджаяров that would be great
// Follow after player hands
public IEnumerator Follow(Transform playerHands)
{
while (held)
{
FollowPosition(playerHands);
FollowRotation(playerHands);
yield return null;
}
}
// Follow player hands rotation
private void FollowRotation(Transform playerHands)
{
// Rotating
Vector3 desiredRotation = playerHands.eulerAngles;
float xAngle = Vector3.SignedAngle(transform.up, playerHands.up, Vector3.right) / 90;
float yAngle = Vector3.SignedAngle(transform.forward, playerHands.forward, Vector3.up) / 90;
float zAngle = Vector3.SignedAngle(transform.up, playerHands.up, Vector3.forward) / 90;
Vector3 direction = new Vector3(xAngle, yAngle, zAngle);
rigidbody.angularVelocity += (direction * rotationForce) / rigidbody.mass;
// Damping
float dampingValue = 1 - (1 / (Mathf.Abs(yAngle) * rotationDamping + 1));
float lookUpAngle = Vector3.Angle(playerHands.forward, Vector3.up) / 90;
rigidbody.angularVelocity *= dampingValue * lookUpAngle;
}
// Follow player hand position
private void FollowPosition(Transform playerHands)
{
// Moving
Vector3 desiredPosition = playerHands.position;
float distance = Vector3.Distance(desiredPosition, rigidbody.position);
Vector3 direction = (desiredPosition - rigidbody.position).normalized;
rigidbody.velocity += (direction * distance * movingForce) / rigidbody.mass;
// Damping
float dampingValue = 1 - (1 / (distance * movingDamping + 1));
rigidbody.velocity *= dampingValue;
}
@@notrue4u That's not some professional programming here. But it works. It would be better if I used Quaternions for rotation, but I didn't learn them so I used my own method.
Can you guide me where should a beginner like me start from i don't know about any of these like why to use this ?
You should use Unity's learn website. It has a lot of different tutorials as well as a lot of documentation about different aspects of unity too.
unity.com/learn
So, for having a Punching Bag effect should I use Spring Joint??I think It makes sense....what do you think about ?
Sounds good!
Thanks for helping you have a place in my games credits what do a name you ?
HEY NO FAIR!!!
For anyone watching this, the explanation for the character joint is incorrect.
The "Axis" parameter is the main twist axis (as documented in the Unity docs), not the swing axis.
The whole section on the character joint is all wonky, as the axes are not correctly set, and what the author is saying does not match what's actually happening!
Broh, how can not exist a single video on articulation body?? wtf
thxxx
10:45 perfect for worms
You tell us about them but you never show us how to roll in the first place dawg
Kann es sein das du Deutsch bist klingt ziemlich stark danach
the cubes are not setting up!!
gg bro
weed joints ?
in our subculture it is DALLAS-ing (if you rember the old TV series)... Drink every ti they drink wNice tutorialskey
Good tutorial but kill the background music please.
haters guna hate.
Дякую(Ukraine)
Ok
so it's break, and not brake force!! OMG! :D