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PhysX Joint

Creates a PhysX joint between an ancestor rigid body and a target rigid body. Position and rotation of the entity will be used to create the corresponding joint. Requires scene-options: physics.

PhysX Joint Attributes

Attribute Type Default Description Required
type string; One of: ['Spherical', 'Fixed', 'Revolute', 'Prismatic', 'D6'] 'Spherical' Rigid body joint type to use. Each type has different movement constraints. No
target string   Target object selector. Must be an entity having the physx-body component. If not specified, joins to the initial position in the world. No
breakForce vector2 {'x': -1, 'y': -1} Force needed to break the constraint. First component is linear force, second is angular force in degrees. Set both components >= 0 to enable. No
removeElOnBreak boolean False If true, removes the entity containing this component when the joint is broken. No
collideWithTarget boolean False If false, collision will be disabled between the rigid body containing the joint and the target rigid body. No
softFixed boolean False When used with a D6 type, sets up a ‘soft’ fixed joint. E.g., for grabbing things. No
projectionTolerance vector2 {'x': -1, 'y': -1} Kinematic projection, which forces joint back into alignment when the solver fails. First component is linear tolerance in meters, second is angular tolerance in degrees. No