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PhysX Fixed Joint Component
With the PhysX Fixed Joint component, you can create a dynamic fixed joint that constrains an entity to the joint with no degree of freedom in any axis.
Local Position Specify the position of the joint relative to the entity transform.
Local Rotation Specify the rotation of the joint relative to the entity transform.
Lead Entity Specify the lead (parent) entity that will drive the joint.
Breakable When enabled, the joint will break if sufficient force is applied. Enabling Breakable exposes the Maximum Force and Maximum Torque properties. PhysX Dynamic Rigid Body components that have their Compute Mass property enabled might have very large mass values. If the entity containing the joint component or the leader entity have their Compute Mass property enabled, the Maximum Force and Maximum Torque properties might require very high values to resist breaking.
Maximum Force When Breakable is enabled, specify the maximum force the joint can sustain before breaking. Valid values range from 0.01 to Infinity.
Maximum Torque When Breakable is enabled, specify the maximum torque the joint can sustain before breaking. Valid values range from 0.01 to Infinity.
Display Setup in Viewport When enabled, a line that represents the connection between the joint and its follower are displayed.
Select Lead on Snap When enabled, snapping the joint to an entity in component mode will set the entity as the Lead Entity. The entity containing the joint component is excluded from this operation.
Lead-Follower Collide When enabled, the lead entity and follower entity (the entity containing the joint component) will collide.
Edit When clicked, component edit mode is enabled. In component edit mode, all components are locked except for the PhysX Ball Joint component. The properties of the PhysX Ball Joint component can be edited in Perspective. Press Tab to cycle through the component edit modes. Click Done to exit component mode.