SpringJoint
Description

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
damper The damper force used to dampen the spring force.
maxDistance The maximum distance between the bodies relative to their initial distance.
minDistance The minimum distance between the bodies relative to their initial distance.
spring The spring force used to keep the two objects together.
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.