Constraints¶
Picker entries from Octoputs. Grouped by the category the picker shows them under.
Constraints¶
Constrainer¶
Keeps a target transform inside spatial limits each frame.
Keeps a target Transform inside the limits you list, like bounds, spheres, planes, lines, or angle ranges. Each frame its position runs through every position constraint in order, then its rotation through every rotation constraint. On a Rigidbody target, correction happens before and right after each physics step, sliding along the constraint surface instead of stopping dead against it; without a Rigidbody it happens at the very end of the frame. Use the Start & Stop section to choose when constraining starts and stops: on enable, during an attachment, on an event, or with your own Begin/End calls.
Type: Constrainer ยท Full page
General¶
Composite Position Constraint¶
Combines multiple position constraints
Runs several position constraints one after another, so you can build a complex limit by stacking simple ones.
Type: CompositePositionConstraint
Composite Rotation Constraint¶
Combines multiple rotation constraints
Runs several rotation constraints one after another, so you can build a complex limit by stacking simple ones.
Type: CompositeRotationConstraint
Keep In Volume¶
Keeps the position inside, outside or on the surface of a volume.
Keeps the position inside a box, ball, cylinder or capsule, outside it, or on its surface. Put the volume in a transform's space to make it follow that object, for example a leash that keeps a toy within reach of its anchor.
Type: KeepInVolumeConstraint
Keep On Shape¶
Keeps the position on a shape, such as a floor, a rail or a curve.
Keeps the position on a shape: a floor plane, a rail, a circle, a curve. Set Max Distance to leave some room around the shape instead, like a tube around a curve or a slab above a floor. Put the shape in a transform's space to make it move and turn with that object.
Type: KeepOnShapeConstraint
Lock Rotation Axes¶
Locks selected X/Y/Z Euler rotation axes to a reference rotation value
Freezes rotation on selected Euler axes by replacing them with a reference value, allowing free rotation only on unlocked axes. X and Z are locked to start with, so it only turns around Y, like a turntable.
Type: AxisLockRotationConstraint
No Position¶
Locks the position to a reference value, allowing no movement.
Forces the position to always equal a reference value, completely preventing any movement.
Type: NoPositionConstraint
No Rotation¶
Locks the rotation to a reference value, allowing no rotation.
Forces the rotation to always equal a reference value, completely preventing any rotation.
Type: NoRotationConstraint
Rotation Constraint¶
Limits rotation to specific angular ranges
Keeps rotation within angle limits on each axis, relative to a reference rotation.
Type: RotationConstraint
Snap Rotation Angles¶
Snaps rotation to angle steps on each axis
Snaps rotation to the nearest angle step on each axis. Good for 90-degree turns and other fixed rotation steps.
Type: AngleSnapRotationConstraint
Snap To Grid¶
Snaps the position to the centres of a grid laid out in a volume.
Snaps the position to the centre of the nearest grid cell. The volume sets the grid: Cells splits it evenly on each axis, and a box's grid keeps repeating past its edges. Put the volume in a transform's space to tilt or move the grid with that object. 0 cells on an axis leaves that axis free.
Type: SnapToGridConstraint
Snap to Point¶
Locks position to the nearest registered snap point within a threshold distance
Snaps position to the nearest snap point registered at runtime, if it's within the threshold distance.
Type: SnapPointConstraint