Version: 2019.2
LanguageEnglish
  • C#

CharacterJoint

class in UnityEngine

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Inherits from:Joint

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Implemented in:UnityEngine.PhysicsModule

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Description

Character Joints are mainly used for Ragdoll effects.

They are an extended ball-socket joint which allows you to limit the joint on each axis.

Properties

enableProjectionBrings violated constraints back into alignment even when the solver fails.
highTwistLimitThe upper limit around the primary axis of the character joint.
lowTwistLimitThe lower limit around the primary axis of the character joint.
projectionAngleSet the angular tolerance threshold (in degrees) for projection.
projectionDistanceSet the linear tolerance threshold for projection.
swing1LimitThe angular limit of rotation (in degrees) around the primary axis of the character joint.
swing2LimitThe angular limit of rotation (in degrees) around the primary axis of the character joint.
swingAxisThe secondary axis around which the joint can rotate.
swingLimitSpringThe configuration of the spring attached to the swing limits of the joint.
twistLimitSpringThe configuration of the spring attached to the twist limits of the joint.

Inherited Members

Properties

gameObjectThe game object this component is attached to. A component is always attached to a game object.
tagThe tag of this game object.
transformThe Transform attached to this GameObject.
anchorThe Position of the anchor around which the joints motion is constrained.
autoConfigureConnectedAnchorShould the connectedAnchor be calculated automatically?
axisThe Direction of the axis around which the body is constrained.
breakForceThe force that needs to be applied for this joint to break.
breakTorqueThe torque that needs to be applied for this joint to break. To be able to break, a joint must be _Locked_ or _Limited_ on the axis of rotation where the torque is being applied. This means that some joints cannot break, such as an unconstrained Configurable Joint.
connectedAnchorPosition of the anchor relative to the connected Rigidbody.
connectedBodyA reference to another rigidbody this joint connects to.
connectedMassScaleThe scale to apply to the inverse mass and inertia tensor of the connected body prior to solving the constraints.
currentForceThe force applied by the solver to satisfy all constraints.
currentTorqueThe torque applied by the solver to satisfy all constraints.
enableCollisionEnable collision between bodies connected with the joint.
enablePreprocessingToggle preprocessing for this joint.
massScaleThe scale to apply to the inverse mass and inertia tensor of the body prior to solving the constraints.
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public Methods

BroadcastMessageCalls the method named methodName on every MonoBehaviour in this game object or any of its children.
CompareTagIs this game object tagged with tag ?
GetComponentReturns the component of Type type if the game object has one attached, null if it doesn't.
GetComponentInChildrenReturns the component of Type type in the GameObject or any of its children using depth first search.
GetComponentInParentReturns the component of Type type in the GameObject or any of its parents.
GetComponentsReturns all components of Type type in the GameObject.
GetComponentsInChildrenReturns all components of Type type in the GameObject or any of its children.
GetComponentsInParentReturns all components of Type type in the GameObject or any of its parents.
SendMessageCalls the method named methodName on every MonoBehaviour in this game object.
SendMessageUpwardsCalls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
TryGetComponentGets the component of the specified type, if it exists.
GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the object.

Static Methods

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateClones the object original and returns the clone.

Operators

boolDoes 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.

Messages

OnJointBreakCalled when a joint attached to the same game object broke.