SpringJoint Inherits from Joint

The spring joint ties together 2 rigid bodies, spring forces will be automatically applied to keep the object at the given distance.

The Spring attempts to maintain the distance it has when it starts out. So if your joint's start at a rest position where the two rigidbodies are far apart, then the joint will attempt to maintain that distance. The minDistance and maxDistance properties add on top of this implicit distance.

Variables
spring

The spring force used to keep the two objects together.

damper

The damper force used to dampen the spring force.

minDistance

The minimum distance between the bodies relative to their initial distance.

maxDistance

The maximum distance between the bodies relative to their initial distance.

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.

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).

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

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.