![]() ![]() Zero resets the Rotation At Rest, Position At Rest, Position Offset, and Rotation Offset fields then checks Is Active and Lock. Sets the position and rotation of the constrained GameObject to the source GameObjects. Activate saves the current offset from the source GameObjects in Rotation At Rest, Position At Rest, Position Offset, and Rotation Offset, then checks Is Active and Lock. Parent Constraint component Properties Property:Īfter you move and rotate the constrained GameObject and its source GameObjects, click Activate to save this information. This way, the movement of the sword is constrained to the position and rotation of the hand. In the Sources list of the Parent Constraint, link to the character’s hand. You can vary the effect of the Constraint by specifying a weight, as well as weights for each of its source GameObjects.įor example, to place a sword in the hand of a character, add a Parent Constraint component to the sword GameObject. However, it offers certain advantages that are not possible when you make one GameObject the parent of another:Ī Parent Constraint does not affect scale.Ī Parent Constraint can link to multiple GameObjects.Ī GameObject does not have to be a child of the GameObjects that the Parent Constraint links to. More info See in Glossary as if it is the child of another GameObject in the Hierarchy window. ![]() ![]() A GameObject’s functionality is defined by the Components attached to it. A Parent Constraint moves and rotates a GameObject The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. ![]()
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