You might note that this functionality existed in previous spine-unity versions. An important requirement is that chain elements must be laid out flat on the same hierarchy level, instead of forming a parent-child hierarchy. When set up correctly, Unity's physics will apply momentum and collision response to all the chain elements. It is perfect for doors, but can also be used to model chains, pendulums, and similar objects. HingeJoint and HingeJoint2D components are used to connect a Rigidbody or Rigidbody2D to one another, constraining them to move like they are connected by a hinge. We are happy to announce improved support for HingeJoint and HingeJoint2D chains in our spine-unity runtime! This makes it easy to add realistic cape physics to your character, have it drag heavy objects around, swing a morning star, or much more.
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