The configurable joint and some times other joints simply don’t respect the constraints. I am a visual person and when you set up a joint you can press the Edit Joint Angular Limits button in the inspector to get a gizmo in the scene view. The tiny hard to see gizmo is as far as I can tell supposed to tell you where the jointed object can move. Please correct me if I am wrong about that but isn’t the jointed object supposed to stay within the wedge area shown in the joint gizmo?
I will make a joint and set its constraints but instead of going to the max and min the object picks some arbitrary point as its max and another as the min. This is sometimes completely different from the expected results making it impossible for me to fix the issues I am having in my project.
Honestly some times the joint does this instead:
and I cant tell from the gizmo what is going to happen. The tiniest change in decimals of the limits can swap how the entire thing works!
I have read every manual page tutorial question and forum I can find on the issue as well as watched all the video tutorials i can find and none of them address this or tell you how to set up a joint precisely. Instead they just say play with the joints settings until you get it right. Well I have been fussing with the joints for two weeks! They don’t work for anything with any complexity so I really need some one to explain this or please tell if they know of a game engine that actually works in regards to joints constraints and non humanoid rigs.
See also:
https://forum.unity.com/threads/updated-gizmo-for-limits-angles-on-joints.5604/
https://forum.unity.com/threads/join-gizmo-inverted.510555/#post-3336606
https://forum.unity.com/threads/better-visualisation-of-physyx-joint-angles.134060/#post-992182
Some of these posts are very old and the gizmo still sucks so what options do we have here people?