Quantcast
Channel: Unity Forum
Viewing all articles
Browse latest Browse all 1466670

Create a custom physics joint

$
0
0
Is it possible to extend the physics system (2d or 3d) with my own joint? I would like to create something like the RelativeJoint2D or FixedJoint2D but have them work in different coordinate systems (non-euclidean physics for example). I have created a version that seems to almost work correctly, but I think I need to be able to hook into the velocity & position iterations to make it work correctly.

My current "constraint" code is this:

Code (CSharp):
  1. using Extensions;
  2. using System;
  3. using...
Create a custom physics joint

Viewing all articles
Browse latest Browse all 1466670

Trending Articles



<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>