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HingeJoint
Misconceptions
HingeJoint
does not constrain the absoluterotation
orlocalRotation
of the Transform that it is attached to. It constrains the relative rotation between its own RigidBody and the Rigidbody in theConnectedBody
field.
HingeJoint.angle
andHingJoint.axis
do not represent the rotation of the Transform that it is attached to. Ex:Quaternion.AngleAxis(hingeJoint.angle, hingeJoint.axis)
does not equalhingeJoint.transform.rotation
orhingeJoint.transform.localRotation
.
These two misconceptions, taken together, can make a HingeJoint
behave quite differently from what you might expect.
To quote the official docs:
The rest angle between the bodies is always zero at the beginning of the simulation.
The consequence of this is that HingeJoint.angle
does not depend on the starting orientation of either the joint's RigidBody
or the connected RigidBody
. And because HingeJoint.limits
represents limits on HingeJoint.angle
, the limits are also independent of any starting orientation of the bodies.
An example: Consider a GameObject
with rotation (0, 0, 0)
and a HingeJoint
on the x-axis with limits of [-90, 90]
. When played as-is, this GameObject
will be free to rotate between (-90, 0, 0)
and (90, 0, 0)
. However, if you rotate this GameObject
in the editor such that it starts with rotation (90, 0, 0)
and play it, the GameObject
will then be free to rotate between (0, 0, 0)
and (180, 0, 0)
- even though the angle limits have not changed.
Things That May Solve Problems With HingeJoint:
In the vast majority of use cases, your HingeJoint
should have a ConnectedBody
assigned. This field is optional, but if left empty it causes your HingeJoint
to be anchored to the global physics coordinate system. If your HingeJoint
happens to be a child of some other object that moves, the joint will continue applying its limits within the global physics coordinate system - not in the joint's local coordinate system. This is usually not what you want.
A good way to ensure that your HingeJoint
behaves nicely is to create a RigidBody
on the parent object (if one doesn't already exist) and set that as the ConnectedBody
. The parent body can have IsKinematic
enabled if you don't want it to act like a physics object. In this configuration, the axis
and angle
of the HingeJoint
will actually correspond to the localRotation
of the Transform
(though it will still be relative to any initial localRotation
). This makes the joint behavior much easier to reason about!