Linear Spring: Difference between revisions
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Makes the constraint springy, like a car's suspension. | |||
Makes the [[constraint]] springy, like a car's suspension. | |||
* Stiffness: A vector value. Determines the amount of force that that will be used to "spring" the objects towards their original positions. | * Stiffness: A vector value. Determines the amount of force that that will be used to "spring" the objects towards their original positions. | ||
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{{Image|Linear spring example.png|Example}} | {{Image|Linear spring example.png|Example}} | ||
== Related == | |||
* [[Add Constraint]] | |||
* [[Linear Limits]] | |||
* [[Linear Motor]] | |||
* [[Angular Spring]] | |||
[[Category:Blocks]] | [[Category:Blocks]] |
Latest revision as of 12:26, 29 July 2025
Linear Spring
Type | Script block |
Collider | None |
Folder | Physics |
Ports | |
---|---|
Inputs | Before Constraint Stiffness Damping |
Outputs | After |
Makes the constraint springy, like a car's suspension.
- Stiffness: A vector value. Determines the amount of force that that will be used to "spring" the objects towards their original positions.
- Damping: A vector value. Acts as a kind of "drag" so that objects will not spring continually.
Notes
Before this script will function as expected, a Linear Limits constraint must be applied to the same constraint. The linear limits constraint is necessary because it stores the upper and lower limits between which the objects can move. Adding a linear spring script makes the objects "spring" between these upper and lower limits.
Examples
To find the perfect "stiffness" and "damping" values for your game, try copying the ones below and then adjust them until you get the results you were looking for.
