Guides:Constraint dampening: Difference between revisions
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== Setup == | == Setup == | ||
[[File:Constraint dampening editor.webp|thumb|Editor setup example]] | [[File:Constraint dampening editor.webp|thumb|Editor setup example]] | ||
To setup add the Gameobject that the constraint is on to one of the sources for your constraint, and have its weight set to 1. The other sources will be what you want the constraint to move towards. | To setup add the Gameobject that the constraint is on to one of the sources for your constraint, and have its weight set to 1. The other sources will be what you want the constraint to move towards. | ||
The speed depends on the FPS and the weight of the other sources. The higher the FPS or weight the faster it will move, and lower FPS or weight will move it slower. | |||
==Official resources== | ==Official resources== | ||
Revision as of 00:31, 30 April 2025
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Constraint dampening or self referencing constraints, is a way to gradually have a constraint follow a source transform instead of snapping to it. This is mainly used on avatars, but can be used in worlds as well. Main constraint types used are Parent, Position, Rotation, and Scale constraints.
Setup

To setup add the Gameobject that the constraint is on to one of the sources for your constraint, and have its weight set to 1. The other sources will be what you want the constraint to move towards.
The speed depends on the FPS and the weight of the other sources. The higher the FPS or weight the faster it will move, and lower FPS or weight will move it slower.
Official resources
- 'Damped Transform | Animation Rigging' on docs.unity3d.com