Version: 2019.4
LanguageEnglish
  • C#

FixedJoint2D

class in UnityEngine

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Inherits from:AnchoredJoint2D

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Implemented in:UnityEngine.Physics2DModule

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Description

Connects two Rigidbody2D together at their anchor points using a configurable spring.

Properties

dampingRatioThe amount by which the spring force is reduced in proportion to the movement speed.
frequencyThe frequency at which the spring oscillates around the distance between the objects.
referenceAngleThe angle referenced between the two bodies used as the constraint for the joint.

Inherited Members

Properties

anchorThe joint's anchor point on the object that has the joint component.
autoConfigureConnectedAnchorShould the connectedAnchor be calculated automatically?
connectedAnchorThe joint's anchor point on the second object (ie, the one which doesn't have the joint component).
enabledEnabled Behaviours are Updated, disabled Behaviours are not.
isActiveAndEnabledHas the Behaviour had active and enabled called?
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.
attachedRigidbodyThe Rigidbody2D attached to the Joint2D.
breakForceThe force that needs to be applied for this joint to break.
breakTorqueThe torque that needs to be applied for this joint to break.
connectedBodyThe Rigidbody2D object to which the other end of the joint is attached (ie, the object without the joint component).
enableCollisionShould the two rigid bodies connected with this joint collide with each other?
reactionForceGets the reaction force of the joint.
reactionTorqueGets the reaction torque of the joint.
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 using depth first search. Works recursively.
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.
GetReactionForceGets the reaction force of the joint given the specified timeStep.
GetReactionTorqueGets the reaction torque of the joint given the specified timeStep.
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

OnJointBreak2DCalled when a Joint2D attached to the same game object breaks.