Spring Joint tries to keep two connected objects at their relative positions with an invisible spring. The lower the stiffness of the spring, the bouncier it is.
The first object defines the position of the joint, unless you apply offset. Turn the node to change the direction of the joint.
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 |
Axis Lock | Locks the spring to an axis |
Spring Stiffness | Defines how stiff the spring is. Higher number means more stiffness |
Spring Slowing | Determines how much the spring movement is dampened |
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 Spring Joint node: