ConfigurableJoint Manual     Reference     Scripting  
Scripting > Runtime Classes > ConfigurableJoint
ConfigurableJoint Inherits from Joint

The configurable joint is an extremely flexible joint giving you complete control over rotation and linear motion.

You can build all other joints with it and much more but it is also more complicated to setup. It gives you control over motors, drives and joint limits for each rotation axis and and linear degree of freedom.

Variables
secondaryAxis

The joint's secondary axis.

xMotion

Allow movement along the X axis to be Free, completely Locked, or Limited according to Linear Limit

yMotion

Allow movement along the Y axis to be Free, completely Locked, or Limited according to Linear Limit

zMotion

Allow movement along the Z axis to be Free, completely Locked, or Limited according to Linear Limit

angularXMotion

Allow rotation around the X axis to be Free, completely Locked, or Limited according to Low and High Angular XLimit

angularYMotion

Allow rotation around the Y axis to be Free, completely Locked, or Limited according to Angular YLimit

angularZMotion

Allow rotation around the Z axis to be Free, completely Locked, or Limited according to Angular ZLimit

linearLimit

Boundary defining movement restriction, based on distance from the joint's origin

lowAngularXLimit

Boundary defining lower rotation restriction, based on delta from original rotation

highAngularXLimit

Boundary defining upper rotation restriction, based on delta from original rotation.

angularYLimit

Boundary defining rotation restriction, based on delta from original rotation

angularZLimit

Boundary defining rotation restriction, based on delta from original rotation

targetPosition

The desired position that the joint should move into

targetVelocity

The desired velocity that the joint should move along

xDrive

Definition of how the joint's movement will behave along its local X axis

yDrive

Definition of how the joint's movement will behave along its local Y axis

zDrive

Definition of how the joint's movement will behave along its local Z axis

targetRotation

This is a Quaternion. It defines the desired rotation that the joint should rotate into.

targetAngularVelocity

This is a Vector3. It defines the desired angular velocity that the joint should rotate into.

rotationDriveMode

Control the object's rotation with either X & YZ or Slerp Drive by itself

angularXDrive

Definition of how the joint's rotation will behave around its local X axis. Only used if Rotation Drive Mode is Swing & Twist

angularYZDrive

Definition of how the joint's rotation will behave around its local Y and Z axes. Only used if Rotation Drive Mode is Swing & Twist

slerpDrive

Definition of how the joint's rotation will behave around all local axes. Only used if Rotation Drive Mode is Slerp Only

projectionMode

Properties to track to snap the object back to its constrained position when it drifts off too much

projectionDistance

Distance from the Connected Body that must be exceeded before the object snaps back to an acceptable position

projectionAngle

Difference in angle from the Connected Body that must be exceeded before the object snaps back to an acceptable position

configuredInWorldSpace

If enabled, all Target values will be calculated in world space instead of the object's local space

swapBodies

If enabled, the two connected rigidbodies will be swapped, as if the joint was attached to the other body.

Inherited members
Inherited Variables
connectedBody

A reference to another rigidbody this joint connects to.

axis

The Direction of the axis around which the body is constrained.

anchor

The Position of the anchor around which the joints motion 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.

transform

The Transform attached to this GameObject (null if there is none attached).

rigidbody

The Rigidbody attached to this GameObject (null if there is none attached).

camera

The Camera attached to this GameObject (null if there is none attached).

light

The Light attached to this GameObject (null if there is none attached).

animation

The Animation attached to this GameObject (null if there is none attached).

constantForce

The ConstantForce attached to this GameObject (null if there is none attached).

renderer

The Renderer attached to this GameObject (null if there is none attached).

audio

The AudioSource attached to this GameObject (null if there is none attached).

guiText

The GUIText attached to this GameObject (null if there is none attached).

networkView

The NetworkView attached to this GameObject (Read Only). (null if there is none attached)

guiTexture

The GUITexture attached to this GameObject (Read Only). (null if there is none attached)

collider

The Collider attached to this GameObject (null if there is none attached).

hingeJoint

The HingeJoint attached to this GameObject (null if there is none attached).

particleEmitter

The ParticleEmitter attached to this GameObject (null if there is none attached).

particleSystem

The ParticleSystem attached to this GameObject (null if there is none attached).

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.

name

The name of the object.

hideFlags

Should the object be hidden, saved with the scene or modifiable by the user?

Inherited Functions
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.

GetComponentsInChildren

Returns all components of Type type in the GameObject or any of its children.

GetComponents

Returns all components of Type type in the GameObject.

CompareTag

Is this game object tagged tag?

SendMessageUpwards

Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour

SendMessage

Calls the method named methodName on every MonoBehaviour in this game object.

BroadcastMessage

Calls the method named methodName on every MonoBehaviour in this game object or any of its children.

GetInstanceID

Returns the instance id of the object.

ToString

Returns the name of the game object.

Inherited Messages Sent
OnJointBreak

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

Inherited Class Functions
operator bool

Does the object exist?

Instantiate

Clones the object original and returns the clone.

Destroy

Removes a gameobject, component or asset.

DestroyImmediate

Destroys the object obj immediately. It is strongly recommended to use Destroy instead.

FindObjectsOfType

Returns a list of all active loaded objects of Type type.

FindObjectOfType

Returns the first active loaded object of Type type.

operator ==

Compares if two objects refer to the same

operator !=

Compares if two objects refer to a different object

DontDestroyOnLoad

Makes the object target not be destroyed automatically when loading a new scene.