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Fix: Joint Angles Bug #32
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Just found out that unity updated this in 2022.2.0 version:
Gooren says in this post that: "Currently, HingeJoint in Unity allows a maximum limit from -PI to +PI. PhysX, however, doubles this limit from a total of 2PI to a total of 4PI since version 4.0 with the use of the eENABLE_EXTENDED_LIMITS flag." |
@caiobarrosv can you see if ZeroSim works for 2022.2.0 or greater. One thing is that we want to avoid is supporting non-LTS versions of Unity. As I can see the latest LTS version is 2021.3.8f1. If ZeroSim works with 2022.2.0 we can add in the README.md that if this issue comes up then update to 2022.2.0 -- but we do not generally support non LTS Unity versions. |
ZeroSim is working with Unity 2022.2.5f1 (I just tested the controller manager service). In this version we have Extended Limits option but it is not working properly. I posted this issue on the Unity forum - Link I tried using Motor instead of Spring, but if we set the limits above 180 degrees, the joint will not respect the limitation and will not stop. |
The articulation body allows joint angles more than 180 and less than -180. Although the last LST version is the 2021.3.8f1, after this version we had a lot of important updates for Articulated bodies like:
I would try to keep it as updated as possible if the goal is to use robotic arms with articulated body. |
ZeroSim hinge joints limits the joint angle in the range [-180, 180] degrees.
This limitation can be avoided by using Configurable Joints instead of Hinge Joints.
However, instead of implementing the Configurable Joints, check the possibility to use Articulation Body instead.
https://docs.unity.cn/Manual/physics-articulations.html
There are unanswered questions about this on the Unity forum:
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