I watched that original video with amazement on how you would trust rigidbodies to work properly as joints on their own, and this video is a great relief in that I now know I wasn't losing my mind when I thought about the joint components in the original video. I've been experimenting with all the types of joints for a VR game recently and I can't explain how nice it feels to see someone else use it for an actual usecase and not just a tutorial with no motivated use case.
I very quickly realized after that video that I made a mistake lol - they would constantly get detached for seemingly no reason or bug out and over collide with each other, not to mention the frame loss with anymore than about 15 carts. I'm curious what kind of stuff you are using joints for. It was really cool playing around with configurable joints for an actual project, but it is kind of hard to imagine using configurable joints to their full capabilities. I'd love to see some more use cases for them though
Hey I reference the original rigidbody splines video often. For VR this kind of movement is very important. Didn't know there was a followup! Very cool
Hello, Greate tutorial. I have question about cart. Do you add script for cart movement? I have made similar connection, but my cart do not move without script and with script do not turn according joint.
Hey, nice video, thanks. I wonder if you plan to build in the option to couple and decouple the cars during runtime. If so, I would be super interested in how you do this
Thanks for watching - and I think this would be a really cool addition! First thought that comes to mind about how I'd approach it would be to just remove or add the connected body of the joint based on whatever coupling/decoupling parameters you have - or even easier, just disabling/enabling the joint for that cart. There could be a collision detection that enables the joint, and a button for decoupling that disables the joint. This is just initial thoughts so I may be completely out to lunch on that lol. This is mostly a side project that I do if I have free time, so nothing planned yet, but this is now a contender for the next step in the project!
@@paridotgames Thank you for your answer. I once tried the approach you suggested but found that it was not possible to enable/disable joints 😞. I then gave up and did not follow up on that (did a silly workaround then for my project with setting the connected object kinematic and copying the position of the other transform, thus sacrificing any physics in the connection for the time being). Will try again when I have time and need it again.
@@paridotgames After reading my comment again I sounded maybe toxic D: ; not meant like that you helped me understand config joints finally. Most valued thing you said is that the axis regards to the local axis of the Gameobject the Config Joint is attached too (not the other Object's space, not global space etc.) Cheers!
@@HansPeter-gx9ew It sounded like genuine feedback. If there is a problem that reduces the value of problem solving/solutions, then giving that kind of feedback helps everyone in their understanding and enjoyment of the subject.
I watched that original video with amazement on how you would trust rigidbodies to work properly as joints on their own, and this video is a great relief in that I now know I wasn't losing my mind when I thought about the joint components in the original video. I've been experimenting with all the types of joints for a VR game recently and I can't explain how nice it feels to see someone else use it for an actual usecase and not just a tutorial with no motivated use case.
I very quickly realized after that video that I made a mistake lol - they would constantly get detached for seemingly no reason or bug out and over collide with each other, not to mention the frame loss with anymore than about 15 carts.
I'm curious what kind of stuff you are using joints for. It was really cool playing around with configurable joints for an actual project, but it is kind of hard to imagine using configurable joints to their full capabilities. I'd love to see some more use cases for them though
Hey I reference the original rigidbody splines video often. For VR this kind of movement is very important. Didn't know there was a followup! Very cool
Thanks for giving us an update. I used your first vid to help me setup my train. I really appreciated your help.
Glad I could help!
these are so good man thanks for sharing
as usual Great JOB!
Thank you!
Hello,
Greate tutorial.
I have question about cart.
Do you add script for cart movement?
I have made similar connection, but my cart do not move without script and with script do not turn according joint.
i got a question is it possible to make them detach?
thank you for this, will u be corver/Know any resorces regarding spline junctions?
Hey, nice video, thanks. I wonder if you plan to build in the option to couple and decouple the cars during runtime. If so, I would be super interested in how you do this
Thanks for watching - and I think this would be a really cool addition! First thought that comes to mind about how I'd approach it would be to just remove or add the connected body of the joint based on whatever coupling/decoupling parameters you have - or even easier, just disabling/enabling the joint for that cart. There could be a collision detection that enables the joint, and a button for decoupling that disables the joint. This is just initial thoughts so I may be completely out to lunch on that lol.
This is mostly a side project that I do if I have free time, so nothing planned yet, but this is now a contender for the next step in the project!
@@paridotgames Thank you for your answer. I once tried the approach you suggested but found that it was not possible to enable/disable joints 😞. I then gave up and did not follow up on that (did a silly workaround then for my project with setting the connected object kinematic and copying the position of the other transform, thus sacrificing any physics in the connection for the time being). Will try again when I have time and need it again.
@@paridotgames If you delete the connected body at runtime the train goes crazy banana cakes broken. Did you ever come back to this?
Bro make mobile ui for railroad v3 assets train controller Please 🙏
Nice content! But please make the volume up and less local vocal fry, I just hear RRRRRRRR
Lol it’s surprisingly hard to kick but I’m working on it! Thanks for the feedback :)
@@paridotgames After reading my comment again I sounded maybe toxic D: ; not meant like that you helped me understand config joints finally.
Most valued thing you said is that the axis regards to the local axis of the Gameobject the Config Joint is attached too (not the other Object's space, not global space etc.)
Cheers!
@@HansPeter-gx9ew It sounded like genuine feedback. If there is a problem that reduces the value of problem solving/solutions, then giving that kind of feedback helps everyone in their understanding and enjoyment of the subject.
didnt consult me about trains, didnt learn