Articulation Body.
Objective: Articulation Body.
An articulation is a set of bodies arranged in a logical tree.
In the first step, set the Base of the Robor Arm and add the Articulation Component.
Note: When you add an articulation body to the first object is counted as the root body.
Since this is the root of this game object, I want to set it as Immovable. If you check this option, the other option will be hidden, so keep this in mind. If you want to create something that needs to be movable, you don't need to check this option.
Now I will go to the next object in the tree hierarchy and add an articulation body component.
The Second Object, which has an articulation body, will have additional options to adjust the Joint Angular and the Pivot Angular.
Now, we need to set the Articulation Joint Type. There are four options: Fixed, Prismatic, Revolute, and Spherical.
Fixed means it's immovable, nothing can tip it over, prismatic. This allows it to move its position along its specified axis. Revolut, this will allow the object to rotate, spherical is like your shoulder, allowing you to move in all directions.
For this object, I will set it to Revolute.
Then we need to set the Drive Type, which are Force, Acceleration, Target, and Target Velocity.
Force will move the body and take mass into account, Acceleration will move the object without taking mass into account, Target is the position which we want this object to move to, Target Velocity is the standard velocity which will apply every single frame it will not slow down unless you set its value to zero.
The other setup is to set the Motion type option you set it to free, the object will rotate 360 degrees. If you set it to limited, you can adjust its angle using the Joint Angular tab.
I want to take some time to add articulation joints to the remaining object and set it as I want. I won't show every step here. But for Joint 2, I want to change the Anchor rotation of the y-axis to 90 degrees.
Lets play
See you in the next one.