![]() ![]() ![]() The default value is set to Infinity, which can never be exceeded and therefore the Break Action can never be taken while the threshold remains at this value. Set the force threshold which if exceeded, will cause the joint to perform the selected Break Action. Set the action taken when either the force or torque threshold is exceeded. Note: Setting Frequency to zero will create the stiffest spring type joint possible. In the range 0 to 1,000,000 - the higher the value, the stiffer the spring. Set the frequency at which the spring oscillates while the GameObjects are approaching the separation distance you want (measured in cycles per second). In the range 0 to 1, the higher the value, the less movement. ![]() Set the degree to suppress spring oscillation. A higher damping ratio means the spring will come to rest faster. The higher the value, the higher the maximum force.ĭamping Ratio A joint setting to control spring oscillation. Set the force that the joint can apply when attempting to move the object to the target position A joint property to set the target position that the joint’s drive force should move it to. Note: When this option is enabled, the target changes as you move the GameObject but the target will not change if the option is not enabled. More info See in Glossary.ĭefine where (in terms of x, y-coordinates in world space) the other end of the joint attempts to move.Įnable this property to automatically set the other end of the joint to the current position of the GameObject. A GameObject’s functionality is defined by the Components attached to it. Propertyĭefine where (in terms of x, y-coordinates on the Rigidbody 2D) the end point of the joint connects to this GameObject The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. This behaves in a similar way to a spring type joint. More info See in Glossary object as other joints do. More info See in Glossary connects to a specified target, rather than another Rigidbody A component that allows a GameObject to be affected by simulated gravity and other forces. In this instance, my knowledge and research could be fundamental in creating and editing effective material.Īs a whole, I’m a valuable asset to any organization seeking experience and knowledge of the media industry as well as any group seeking ambitious storytelling and content creation.This joint A physics component allowing a dynamic connection between Rigidbody components, usually allowing some degree of movement such as a hinge. My interaction and networking with the Austin film community as well as my interests and studies as a Writing & Rhetoric major have contributed to a fundamental and growing understanding of trends and changes within the art and media industries. Over the years, I’ve familiarized myself and worked with film organizations and workshops, such as the Austin Film Society, Austin Film Festival, and Austin Film Meet, to grow my understanding of the industry and hone my craft as a writer. I seek to work in visual and written media, whether it be in film, video games, or publishing, using a variety of mediums to express the full spectrum of art. ![]() As a writer, auteur, and innovator, I seek to expand human potential through the creative medium, intellectually and emotionally challenging the mass audience. ![]()
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