Creates a hinge-like joint between two objects. The first object (Attach A) will determine the position of the joint, but it can be offset.
The component has a direction, which is based on the node object’s transform. If the component is attached directly to the object itself, the direction will be based on the object’s transform.
Attach A | Set the first object attached to the joint, and the position of the joint |
Attach B | Set the second object attached to the joint |
Enabled |
Enable or disable the node. Disabling joints during gameplay will break the connection between the two objects and enabling it will reconnect them |
Enable Motor | Enables the joint’s motor function which turns the hinge |
Collide Connected | Enables physical collision between the attached objects |
Enable Limit | Enables angular limitation between the attached objects |
Local Axis | Determines if the joint should be in the Attach A object’s local space instead of global space |
Motor Target Speed | Motor’s maximum speed. Angular velocity target for which the motor accelerates to |
Motor Max Impulse | Motor’s acceleration speed. The value determines the motor spinning strength |
Limit Min / Max Angle | Minimum / maximum angle for the joint’s rotation. |
Offset X / Y / Z | Joint’s positional offset from the Attach A |
Here's a link to a demo that shows how to implement and use the Hinge Joint node: