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Question by Kaz_Yamof · Sep 20, 2014 at 05:28 PM · physicsforcejointhingejoint

Can't change HingeJoint properties by script

I have this script attached on a gameobject with a Hinge Joint. When click up/down, the value is changed. The debug shows the new value, but nothing happens on Inspector and gameobject still doesn't move. If I put same values by inspector, works. What to do?

 public class Mover : MonoBehaviour
 {
     JointMotor motor;
 
     void Start()
     {
         motor = GetComponent<HingeJoint>().motor;
         motor.targetVelocity = 5;
     }
 
     void Update()
     {
         if (Input.GetKeyDown(KeyCode.UpArrow))
             motor.force += 2f;
         else if (Input.GetKeyDown(KeyCode.DownArrow))
             motor.force -= 2f;
 
         Debug.Log("Force:" + motor.force);
         Debug.Log("Vel:" + motor.targetVelocity);
     }
 }

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Answer by kinggryan · May 12, 2015 at 09:48 AM

I've also encountered this and devised a workaround. I'm not sure, but it seems like changing the constraints of a joint do not cause the physics engine to calculate a solution for the scene. By "prodding" the object whose joint's constraints have been changed, you can force a solution. For me, after changing the constraints of a joint, I called AddForce(Vector3.zero) on the object's rigidbody. This caused the new constraints to be enforced.

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