The configurable joint is an extremely flexible joint giving you complete control over rotation and linear motion.
| angularXDrive | Definition of how the joint's rotation will behave around its local X axis. Only used if Rotation Drive Mode is Swing & Twist. |
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| angularXMotion | Allow rotation around the X axis to be Free, completely Locked, or Limited according to Low and High Angular XLimit. |
| angularYLimit | Boundary defining rotation restriction, based on delta from original rotation. |
| angularYMotion | Allow rotation around the Y axis to be Free, completely Locked, or Limited according to Angular YLimit. |
| 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. |
| angularZLimit | Boundary defining rotation restriction, based on delta from original rotation. |
| angularZMotion | Allow rotation around the Z axis to be Free, completely Locked, or Limited according to Angular ZLimit. |
| configuredInWorldSpace | If enabled, all Target values will be calculated in world space instead of the object's local space. |
| highAngularXLimit | Boundary defining upper rotation restriction, based on delta from original rotation. |
| 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. |
| projectionAngle | Difference in angle from the Connected Body that must be exceeded before the object snaps back to an acceptable position. |
| projectionDistance | Distance from the Connected Body that must be exceeded before the object snaps back to an acceptable position. |
| projectionMode | Properties to track to snap the object back to its constrained position when it drifts off too much. |
| rotationDriveMode | Control the object's rotation with either X & YZ or Slerp Drive by itself. |
| secondaryAxis | The joint's secondary axis. |
| slerpDrive | Definition of how the joint's rotation will behave around all local axes. Only used if Rotation Drive Mode is Slerp Only. |
| swapBodies | If enabled, the two connected rigidbodies will be swapped, as if the joint was attached to the other body. |
| targetAngularVelocity | This is a Vector3. It defines the desired angular velocity that the joint should rotate into. |
| targetPosition | The desired position that the joint should move into. |
| targetRotation | This is a Quaternion. It defines the desired rotation that the joint should rotate 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. |
| xMotion | Allow movement along the X axis to be Free, completely Locked, or Limited according to Linear Limit. |
| yDrive | Definition of how the joint's movement will behave along its local Y axis. |
| yMotion | Allow movement along the Y axis to be Free, completely Locked, or Limited according to Linear Limit. |
| zDrive | Definition of how the joint's movement will behave along its local Z axis. |
| zMotion | Allow movement along the Z axis to be Free, completely Locked, or Limited according to Linear Limit. |
| animation | The Animation attached to this GameObject (null if there is none attached). |
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| audio | The AudioSource attached to this GameObject (null if there is none attached). |
| camera | The Camera attached to this GameObject (null if there is none attached). |
| collider | The Collider attached to this GameObject (null if there is none attached). |
| constantForce | The ConstantForce 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. |
| guiText | The GUIText attached to this GameObject (null if there is none attached). |
| guiTexture | The GUITexture attached to this GameObject (Read Only). (null if there is none attached). |
| hingeJoint | The HingeJoint attached to this GameObject (null if there is none attached). |
| light | The Light 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). |
| 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). |
| renderer | The Renderer attached to this GameObject (null if there is none attached). |
| rigidbody | The Rigidbody attached to this GameObject (null if there is none attached). |
| tag | The tag of this game object. |
| transform | The Transform attached to this GameObject (null if there is none attached). |
| anchor | The Position of the anchor around which the joints motion is constrained. |
| 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. |
| connectedBody | A reference to another rigidbody this joint connects to. |
| 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. |
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| CompareTag | Is this game object tagged with tag? |
| 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. |
| 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. |
| 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. |
| GetInstanceID | Returns the instance id of the object. |
| ToString | Returns the name of the game object. |
| Destroy | Removes a gameobject, component or asset. |
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| DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
| DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
| FindObjectOfType | Returns the first active loaded object of Type type. |
| FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
| Instantiate | Clones the object original and returns the clone. |
| bool | Does the object exist? |
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| operator != | Compares if two objects refer to a different object. |
| operator == | Compares if two objects refer to the same. |