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). | 
| collider2D | The Collider2D component attached to the object. | 
| 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). | 
| rigidbody2D | The Rigidbody2D that is attached to the Component's GameObject. | 
| 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. | 
| autoConfigureConnectedAnchor | Should the connectedAnchor be calculated automatically? | 
| 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. | 
| connectedAnchor | Position of the anchor relative to the connected Rigidbody. | 
| 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? | 
| m_CachedPtr | |
| m_InstanceID | |
| 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. | 
| GetHashCode | |
| 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. | 
| OnJointBreak | Called when a joint attached to the same game object broke. | 
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