Point Joint connects two objects and allows movement to all directions. The first connected object defines the position of the joint, which you can apply offset to.
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 |
Collide Connected | Enables physical collision between the attached objects |
Local Axis | Determines if the joint should be in the Attach A object’s local space instead of global space |
Breaking Threshold | The maximum distance between the attached objects before the connection breaks |
Offset X / Y / Z | The offset of the joint's position. Set the X, Y & Z offset manually or with other logic nodes |
Here's a link to a demo that shows how to use the Point Joint node: