ConfigurableJoint
Description

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
angularXDrive Definition of how the joint's rotation will behave around its local X axis. Only used if Rotation Drive Mode is Swing & Twist.
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.
Inherited members
Variables
animation The Animation attached to this GameObject (null if there is none attached).
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.
Functions
BroadcastMessage Calls the method named methodName on every MonoBehaviour in this game object or any of its children.
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.
Static Functions
Destroy Removes a gameobject, component or asset.
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.
Operators
bool Does the object exist?
operator != Compares if two objects refer to a different object.
operator == Compares if two objects refer to the same.