class in UnityEngine
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Inherits from:AnchoredJoint2D
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Implemented in:UnityEngine.Physics2DModule
Switch to ManualJoint that attempts to keep two Rigidbody2D objects a set distance apart by applying a force between them.
Note that unlike DistanceJoint2D, the length of the joint can stretch and oscillate.
See Also: DistanceJoint2D, HingeJoint2D, SliderJoint2D.
autoConfigureDistance | Should the distance be calculated automatically? |
dampingRatio | The amount by which the spring force is reduced in proportion to the movement speed. |
distance | The distance the spring will try to keep between the two objects. |
frequency | The frequency at which the spring oscillates around the distance distance between the objects. |
anchor | The joint's anchor point on the object that has the joint component. |
autoConfigureConnectedAnchor | Should the connectedAnchor be calculated automatically? |
connectedAnchor | The joint's anchor point on the second object (ie, the one which doesn't have the joint component). |
enabled | Enabled Behaviours are Updated, disabled Behaviours are not. |
isActiveAndEnabled | Has the Behaviour had enabled called. |
gameObject | The game object this component is attached to. A component is always attached to a game object. |
tag | The tag of this game object. |
transform | The Transform attached to this GameObject. |
attachedRigidbody | The Rigidbody2D attached to the Joint2D. |
breakForce | The force that needs to be applied for this joint to break. |
breakTorque | The torque that needs to be applied for this joint to break. |
connectedBody | The Rigidbody2D object to which the other end of the joint is attached (ie, the object without the joint component). |
enableCollision | Should the two rigid bodies connected with this joint collide with each other? |
reactionForce | Gets the reaction force of the joint. |
reactionTorque | Gets the reaction torque of the joint. |
hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
name | The name of the object. |
BroadcastMessage | Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
CompareTag | Is this game object tagged with tag ? |
GetComponent | Returns the component of Type type if the game object has one attached, null if it doesn't. |
GetComponentInChildren | Returns the component of Type type in the GameObject or any of its children using depth first search. |
GetComponentInParent | Returns the component of Type type in the GameObject or any of its parents. |
GetComponents | Returns all components of Type type in the GameObject. |
GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children. |
GetComponentsInParent | Returns all components of Type type in the GameObject or any of its parents. |
SendMessage | Calls the method named methodName on every MonoBehaviour in this game object. |
SendMessageUpwards | Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. |
GetReactionForce | Gets the reaction force of the joint given the specified timeStep. |
GetReactionTorque | Gets the reaction torque of the joint given the specified timeStep. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the GameObject. |
Destroy | Removes a gameobject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |
OnJointBreak2D | Called when a Joint2D attached to the same game object breaks. |
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