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Question by carrotstien · Jun 28, 2016 at 04:35 PM · jointsinertia

Fixed jointed not fixed, or world space inertia?

I am trying to make a hand fan in Unity for SteamVR. I connect the handle to the controller just by setting it as a child to the controller. So far so good.

I now have a circle representing the fan body.

If I set the circle also as a child of the controller, and then try to add spring/pivot/etc joint, nothing happens, because as far as the physics for the circle are concerned, it isn't moving with respect to the coordinate system it is bound to.

If I set the circle to be separate, and try to connect it using any joint, even a fixed joint to drive the point home, then when I move my controller, the circle's connection point isn't fixed. It acts like a spring.

The final result I want is to say - define this point on the circle, and make sure that it is super fixed to the edge of the stick, which is in turn super fixed to the controller position. Next, calculate the forces/accelerations on the circle, as I move the controller, with respect to the world, and not with respect to the controller.

I have tried everything I could think of. Some things reduce the springiness - but in no case do I get a perfect fixed anchor, and a properly acting spring/pivot joint at the same time....either getting one, or the other.

Anyone know what I'm doing wrong?

PS...I even tried have an invisible ball attached to the edge of the stick by child/parent..then have a visible ball not as a child of the controller...and have a script on fixedUpdate or just Update (or even both) set the position and rotation of the visible ball to that of the invisible ball - still get the springy action.

I understand why i'm getting the springy action - so the real question I guess is, how to make the joint physics/object accelerations be calculated with respect to the world, and not with respect to the parent?

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