• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
Question by SirBedlam · Jun 20, 2021 at 03:04 AM · physicsjointspringconfigurable jointchain

Configurable Joint chain with no spring/stretch?

I have a very long chain set up with Configurable Joints, all parented to an empty GameObject. The top link has a kinematic Rigidbody. It kind of works, but it's very stretchy/springy. I'm trying to get it to hold together like an actual chain, so that it can bend and swing around without springing like elastic. I'd be willing to accept a tiny bit of spring/stretch, but with the way it is now there's no way it could possibly pass for a chain.

I've played around with the limit, spring, and bounciness settings for all the links, but the only way I can find to make the chain hold together like a chain, is to set all the Y Motions to "locked". The problem with this is that it prevents free movement, so the chain can't bend on a Y axis at all; the object hanging on the very bottom can't move around while the attached chain follows. It's kept at the same Y distance all the time.

Is there any way to achieve a realistic, free-swinging chain effect with an object on the bottom, if it's a very long chain? Do I need a different type of joint? I've been playing around with each one, but they all have problems. Hinge Joint and Character Joint chains just immediately start freaking out, likely due to the fact that my chain is 289 links long. Fixed Joints stretch before freaking out as well. Configurable Joints seem to be the only joint that can handle a chain of this length, but no matter how small I set the limits or how high I set the spring parameters, the chain still stretches considerably.

I've tried scripting limits for each link, but haven't been able to find a solution that doesn't cause the chain to keep twitching violently. I've played around with the Rigidbody masses, drags, and constraints, and the solver settings in the Physics Manager. I've modified every setting I can think of, but I'm stumped. If scripting is the only way to go about this, does anyone have any ideas for what might work?

Thanks.

(I'm using Unity 5.6.3f1.)

Comment

People who like this

0 Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image SirBedlam · Jun 29, 2021 at 02:29 PM 0
Share

Anyone? I'm still stumped on this.

2 Replies

· Add your reply
  • Sort: 
avatar image

Answer by DenisIsDenis · Jun 20, 2021 at 09:29 AM

Perhaps you need this kind of setting of the CharacterJoint parameters: Parameters


characterjoint.png (112.0 kB)
Comment

People who like this

0 Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image SirBedlam · Jun 21, 2021 at 01:46 AM 0
Share

I had to freeze all the Rigidbody rotations to stop my chain from freaking out, but unfortunately even with this it's still stretchy. I can stop excessive stretching by setting the Rigidbody drag to 1 as shown here, but the chain doesn't really swing then. Thank you, anyway.

avatar image

Answer by amcfarlandhome · Oct 18, 2021 at 04:44 AM

@SirBedlam Hey, I am currently doing something similar with a character joint. I'm not sure exactly how different the mechanics are between character joints and configurable joints, but I have somewhat of a solution with a caveat.

.

If you enable projection on the joints this prevents any sort of stretching/flying around nonsense that Unity joints like to engage in. I'm sure the scale/size of your chain links might require you to do a little tweaking, but my settings are: Projection enabled, Projection Distance set to 0.01, and Projection Angle set to 180.

.

The caveat however, is that while the chain physics look nice and realistic at low speeds, you lose the ability to properly build momentum in any swinging like motions. So depending on what you need the chain physics for, it will not work for those kind of high speed things.

.

Also, I don't know if you are still working on this or have completed the project, but would you at all be willing to share images of your joint settings? I'm thinking that maybe if I switch to a configurable joint instead of a character joint and allow some linear flexibility it might help fix my momentum problem, but I'm having difficulties converting my character joint settings to configurable joints. If you'd be willing to share it would be very helpful.

Comment

People who like this

0 Show 0 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

198 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Configurable Joint just falls apart? 1 Answer

Joint system scale problems 2 Answers

Configurable joints are "floaty" when within bounds,Configurable joints used in a chain are "floaty" when everything is within limits 0 Answers

Joint Connection Problem 1 Answer

Make Rigidbody not move away from Hinge Joint under force/ weight. 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges