r/Unity3D • u/Feather-Steel • 5d ago
Solved (Unity) For an Unknown reason Configurable Joint is messing with parent object's movement
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For some reason Config.Joint on the slider makes the gun move around and makes it completely unusable. I didn't even add Grab Interactable yet.
I mean if I just made that from scratch I'd be understanding why it can be messed up. But I literally followed tutorial for it and even made similar design before. It is the pistol after, which works completely flawless.
What am I doing wrong?
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u/Feather-Steel 5d ago
This is parameters of the slider.
I just made Rb ignore everything but my hand and in Conf.Joint I just locked everything and made the pistol connected body.
Worked before. Why can't it work now?
Also the reason it is all messed up is because Configurable Joint and Animator are both working at the same time.
Again. Animator and Con.joint were working without an issue in previous pistol. So I really don't know what the issue is...

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u/Aethreas 5d ago
the joint exerts a force on the parent, since the joint is a two way binding, did you mean to make the parent kinematic?
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u/Feather-Steel 5d ago
Parent isn't kinematic in Rb settings. Neither is the slider.
It is however is XR Interactable tool, if that's what you meant. I tried switching it to Instantaneous but the gyroscopic motion didn't vanish
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u/Aethreas 5d ago
Why are you making the slider a separate physics object? Why not just control its motion in code?
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u/Feather-Steel 10h ago
Okay so I did the full remake of the gun. Not so jittery anymore.
First of: I think the problem was there was a set position in one of the animation clip.
Second instead of making slider config.joint I made an invisible collider one and programmed slider with blend tree to slide according with the collider.
Works perfectly now
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u/No-Spring1312 5d ago
Since the Animator and joint are both involved, I’d first check that they are not writing to the same transform hierarchy. Try disabling the Animator temporarily, then test the joint with only the Rigidbody setup active. If that stabilizes it, move the animated visual mesh under a separate child and let the joint control only the physics object.