Wheel Joints can be used for making e.g. vehicles on wheels. Turn the node to set the rolling axis and enable the Motor Roll for automatic movement.
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 |
Enable Motor Roll | Enables motor that rolls the wheel |
Enable Motor Turn | Enables motor that turns the wheel. Basically steering |
Enable Spring | Enables spring-like suspension for the joint |
Local Axis | Determines if the joint should be in the Attach A object’s local space instead of global space |
Roll Motor Target Speed | The maximum rolling speed of the motor (aka. angular velocity target which the motor accelerates to) |
Roll Motor Max Impulse | The acceleration of the rolling motor. The value determines the motor's spinning strength |
Turn Motor Target Speed | The maximum turning speed of the motor (aka. angular velocity target which the motor accelerates to) |
Turn Motor Max Impulse | The acceleration of the turning Motor. The value determines the motor's spinning strength |
Turn Limit Lower / Upper | Minimum / maximum angle for the turning joint’s rotation |
Spring Stiffness | Determines how stiff the spring is. Higher means more stiffness |
Spring Slowing | Determines how much the spring movement is dampened |
Spring Limit Lower / Upper | Lower / upper limits for the spring |
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 Wheel Joint node: