class in UnityEngine
/
Inherits from:Joint
/
Implemented in:UnityEngine.PhysicsModule
The HingeJoint groups together 2 rigid bodies, constraining them to move like connected by a hinge.
This joint is great for, well, doors, but can also be used to model chains, etc...
The HingeJoint has a motor which can be used to make the hinge spin around the joints axis.
A spring which attempts to reach for a target angle by spinning around the joints axis.
And a limit which constrains the joint angle.
| angle | The current angle in degrees of the joint relative to its rest position. (Read Only) | 
| limits | Limit of angular rotation (in degrees) on the hinge joint. | 
| motor | The motor will apply a force up to a maximum force to achieve the target velocity in degrees per second. | 
| spring | The spring attempts to reach a target angle by adding spring and damping forces. | 
| useLimits | Enables the joint's limits. Disabled by default. | 
| useMotor | Enables the joint's motor. Disabled by default. | 
| useSpring | Enables the joint's spring. Disabled by default. | 
| velocity | The angular velocity of the joint in degrees per second. (Read Only) | 
| 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. | 
| anchor | The Position of the anchor around which the joints motion is constrained. | 
| autoConfigureConnectedAnchor | Should the connectedAnchor be calculated automatically? | 
| axis | The Direction of the axis around which the body is constrained. | 
| 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. 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. | 
| connectedAnchor | Position of the anchor relative to the connected Rigidbody. | 
| connectedArticulationBody | A reference to an articulation body this joint connects to. | 
| connectedBody | A reference to another rigidbody this joint connects to. | 
| connectedMassScale | The scale to apply to the inverse mass and inertia tensor of the connected body prior to solving the constraints. | 
| currentForce | The force applied by the solver to satisfy all constraints. | 
| currentTorque | The torque applied by the solver to satisfy all constraints. | 
| enableCollision | Enable collision between bodies connected with the joint. | 
| enablePreprocessing | Toggle preprocessing for this joint. | 
| massScale | The scale to apply to the inverse mass and inertia tensor of the body prior to solving the constraints. | 
| 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 | Checks the GameObject's tag against the defined tag. | 
| GetComponent | Returns the component of type if the GameObject has one attached. | 
| GetComponentInChildren | Returns the Component of type in the GameObject or any of its children using depth first search. | 
| GetComponentInParent | Returns the Component of 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 using depth first search. Works recursively. | 
| 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. | 
| TryGetComponent | Gets the component of the specified type, if it exists. | 
| GetInstanceID | Gets the instance ID of the object. | 
| ToString | Returns the name of the object. | 
| Destroy | Removes a GameObject, component or asset. | 
| DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. | 
| DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. | 
| FindObjectOfType | Returns the first active loaded object of Type type. | 
| FindObjectsOfType | Gets a list of all 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. | 
| OnJointBreak | Called when a joint attached to the same game object broke. |