Creates a wheel-like joint between two objects. The first object (Attach A) will determine the position of the joint, but it can be offset.
The node has a direction, which is based on the node object’s transform. If the node is embedded 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 |
Collide Connected | Enables physical collision between the attached objects |
Enable Motor Roll | Enables the joint’s motored wheel rolling |
Enable Motor Turn | Enables the joint’s motored wheel turning. 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 | Motor’s rolling maximum speed. Angular velocity target for which the motor accelerates to |
Roll Motor Max Impulse | Motor’s rolling acceleration speed. The value determines the motor spinning strength |
Turn Motor Target Speed | Motor’s turning maximum speed. Angular velocity target for which the motor accelerates to |
Turn Motor Max Impulse | Motor’s turning acceleration speed. The value determines the motor spinning strength |
Turn Limit Lower / Upper | Minimum / maximum angle for the turning joint’s rotation |
Spring Stiffness | Spring stiffness. Higher means less springy |
Spring Slowing | Determines how much the spring movement is dampened |
Spring Limit Lower / Upper | Lower / upper limits for the spring |
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 Wheel Joint node: