Hinge Joint 2D

I need 2d hinge joint in true sync, please give me some idea or information about implement 2d hinge joint in true sync


  • Hi @UnityGames, I suggest you to search about how to do it in Farseer Physics, we have open sourced the code so you can try out.
  • I try it but it seem to not run exactly:

    public override void OnSyncedStart ()
    base.OnSyncedStart ();
    tsRigidBody2D.useGravity = true;
    World world = (World)Physics2DWorldManager.instance.GetWorld();
    if(refAnchorObj != null){

    TSTransform2D anchorTrans = refAnchorObj.GetComponent ();
    Body a = (Body)anchorTrans.tsCollider.Body;
    Body b = (Body)tsRigidBody2D.tsCollider.Body;
    PrismaticJoint joint = JointFactory.CreatePrismaticJoint (world, a, b,TSVector2.zero,TSVector2.up);
    joint.LimitEnabled = true;
    joint.SetLimits (-10, 10);
    joint.CollideConnected = false;
    joint.MotorSpeed = 1000;
    joint.MotorEnabled = true;
    joint.MaxMotorForce = 1000;
    joint.Enabled = true;
    Debug.Log ("refAnchorObj null;");
    public override void OnSyncedUpdate ()
    base.OnSyncedUpdate ();
    World world = (World)Physics2DWorldManager.instance.GetWorld();
    Debug.Log ("world count: "+world.JointList.Count);
  • Hi @ttcong194, what happened? you didn't get a prismatic behaviour? By the wasy we only implement a version of HingeJoint, prismaticjoin is not support by this time for us.