Version: 2020.3
LanguageEnglish
  • C#

SliderJoint2D

class in UnityEngine

/

Inherits from:AnchoredJoint2D

/

Implemented in:UnityEngine.Physics2DModule

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual

Description

Joint that restricts the motion of a Rigidbody2D object to a single line.

Properties

angleThe angle of the line in space (in degrees).
autoConfigureAngleShould the angle be calculated automatically?
jointSpeedThe current joint speed.
jointTranslationThe current joint translation.
limitsRestrictions on how far the joint can slide in each direction along the line.
limitStateGets the state of the joint limit.
motorParameters for a motor force that is applied automatically to the Rigibody2D along the line.
referenceAngleThe angle (in degrees) referenced between the two bodies used as the constraint for the joint.
useLimitsShould motion limits be used?
useMotorShould a motor force be applied automatically to the Rigidbody2D?

Public Methods

GetMotorForceGets the motor force of the joint given the specified timestep.

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 ?
GetComponentGets a reference to a component of type T on the same GameObject as the component specified.
GetComponentInChildrenGets a reference to a component of type T on the same GameObject as the component specified, or any child of the GameObject.
GetComponentInParentGets a reference to a component of type T on the same GameObject as the component specified, or any parent of the GameObject.
GetComponentsGets references to all components of type T on the same GameObject as the component specified.
GetComponentsInChildrenGets references to all components of type T on the same GameObject as the component specified, and any child of the GameObject.
GetComponentsInParentGets references to all components of type T on the same GameObject as the component specified, and any parent of the GameObject.
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.
FindAnyObjectByTypeRetrieves any active loaded object of Type type.
FindFirstObjectByTypeRetrieves the first active loaded object of Type type.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsByTypeRetrieves a list of all loaded objects of Type type.
FindObjectsOfTypeGets a list of all 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.