joint
A physics joint to another object while the game plays: hinge (a door, a lid, a wheel, a see-saw), ball (a lamp on a chain, a wrecking ball), rope (only pulls: a swinging sign, a rope bridge's planks, a hanging crate), rod (holds a fixed distance), slider (a drawer, a piston, a lift) or weld (glued until it breaks). This object needs a collider and a dynamic rigid_body; the other any collider, or none (`to` empty: fixed to the world). A motor turns a hinge or drives a slider; break_force makes it snap (scripts get onMessage(self, "joint_break")). Many links at once (a chain, a rope bridge): the physics_rope tool.
In scene text
joint { kind "…" to "…" anchor (0, 1, 0) }Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.
Fields 20
| Field | Type | Unit / range | What it does |
|---|---|---|---|
kind | text | — | hinge, ball, rope, rod, slider, spring or weld. |
to | text | — | The other object's name. Empty: fixed to the world at the joint's point. |
anchor | (x, y, z) | — | Where it joins, in this object's own frame (a door's hinge edge, a lamp's hook). |
other_anchor | (x, y, z) | — | Rope or rod: where it ties on the other object (its frame), or a world point when `to` is empty. |
axis | (x, y, z) | — | The hinge's turning line or the slider's line, in this object's frame (a door: 0,1,0). |
min | number | -360 … 360 | Hinge: the furthest it turns one way from where it was placed, degrees (≤ 0). Slider: metres. Both 0: free. |
max | number | -360 … 360 | Hinge: the furthest it turns the other way, degrees (≥ 0). Slider: metres. |
cone | number | deg, 0 … 180 | Ball: the widest it tilts from where it was placed (0: free). |
length | number | m, -1000 … 1000 | Rope or rod length (0: as far apart as they were placed). Spring: where it pulls to along its axis, metres from where it was placed (0: back there); set it from a script to punch. |
motor_speed | number | — | Motor: a hinge turns this many degrees a second, a slider moves this many metres a second. |
motor_force | number | 0 … 10 | The motor's strength: N·m for a hinge, N for a slider (0: no motor). |
friction | number | 0 … 100 | Resistance in the joint, N·m (a stiff old door). |
break_force | number | N, 0 … 100 | It snaps above this pull (0: never). About 10 N holds 1 kg. |
pin | true / false | — | Also hold it at a second point (pin_anchor), free to turn there: a rope bridge's last plank tied to the far post, a sign on two chains. |
pin_to | text | — | The second point's object (empty: fixed to the world where it was placed). |
pin_anchor | (x, y, z) | — | The second point, in this object's own frame. |
on | text | — | |
stiffness | number | N/m, 0 … 10 | Spring: how hard it pulls toward `length`, newtons a metre (a glove on a coil spring: 2000-6000 for a few kg). |
damping | number | N·s/m, 0 … 1 | Spring: how much it is slowed (0: it bounces on; about 2·√(stiffness·mass) settles it with no bounce). |
cable | number | m, -1 … 1 | Rope or rod: how thick it's drawn while the game plays (-1: a rope 2.5 cm, a rod 4 cm; 0: not drawn, the scene has its own). |
Arcwright Beta 2 (0.4.0) · generated from the engine source (25e375c86)Something wrong or missing? Tell us