Legacy Documentation: Version 4.5.0

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ConfigurableJoint

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Namespace: UnityEngine

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Inherits from: Joint

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

angularXDriveDefinition of how the joint's rotation will behave around its local X axis. Only used if Rotation Drive Mode is Swing & Twist.
angularXMotionAllow rotation around the X axis to be Free, completely Locked, or Limited according to Low and High Angular XLimit.
angularYLimitBoundary defining rotation restriction, based on delta from original rotation.
angularYMotionAllow rotation around the Y axis to be Free, completely Locked, or Limited according to Angular YLimit.
angularYZDriveDefinition of how the joint's rotation will behave around its local Y and Z axes. Only used if Rotation Drive Mode is Swing & Twist.
angularZLimitBoundary defining rotation restriction, based on delta from original rotation.
angularZMotionAllow rotation around the Z axis to be Free, completely Locked, or Limited according to Angular ZLimit.
configuredInWorldSpaceIf enabled, all Target values will be calculated in world space instead of the object's local space.
highAngularXLimitBoundary defining upper rotation restriction, based on delta from original rotation.
linearLimitBoundary defining movement restriction, based on distance from the joint's origin.
lowAngularXLimitBoundary defining lower rotation restriction, based on delta from original rotation.
projectionAngleDifference in angle from the Connected Body that must be exceeded before the object snaps back to an acceptable position.
projectionDistanceDistance from the Connected Body that must be exceeded before the object snaps back to an acceptable position.
projectionModeProperties to track to snap the object back to its constrained position when it drifts off too much.
rotationDriveModeControl the object's rotation with either X & YZ or Slerp Drive by itself.
secondaryAxisThe joint's secondary axis.
slerpDriveDefinition of how the joint's rotation will behave around all local axes. Only used if Rotation Drive Mode is Slerp Only.
swapBodiesIf enabled, the two connected rigidbodies will be swapped, as if the joint was attached to the other body.
targetAngularVelocityThis is a Vector3. It defines the desired angular velocity that the joint should rotate into.
targetPositionThe desired position that the joint should move into.
targetRotationThis is a Quaternion. It defines the desired rotation that the joint should rotate into.
targetVelocityThe desired velocity that the joint should move along.
xDriveDefinition of how the joint's movement will behave along its local X axis.
xMotionAllow movement along the X axis to be Free, completely Locked, or Limited according to Linear Limit.
yDriveDefinition of how the joint's movement will behave along its local Y axis.
yMotionAllow movement along the Y axis to be Free, completely Locked, or Limited according to Linear Limit.
zDriveDefinition of how the joint's movement will behave along its local Z axis.
zMotionAllow movement along the Z axis to be Free, completely Locked, or Limited according to Linear Limit.

Inherited members

Variables

animationThe Animation attached to this GameObject (null if there is none attached).
audioThe AudioSource attached to this GameObject (null if there is none attached).
cameraThe Camera attached to this GameObject (null if there is none attached).
colliderThe Collider attached to this GameObject (null if there is none attached).
collider2DThe Collider2D component attached to the object.
constantForceThe ConstantForce attached to this GameObject (null if there is none attached).
gameObjectThe game object this component is attached to. A component is always attached to a game object.
guiTextThe GUIText attached to this GameObject (null if there is none attached).
guiTextureThe GUITexture attached to this GameObject (Read Only). (null if there is none attached).
hingeJointThe HingeJoint attached to this GameObject (null if there is none attached).
lightThe Light attached to this GameObject (null if there is none attached).
networkViewThe NetworkView attached to this GameObject (Read Only). (null if there is none attached).
particleEmitterThe ParticleEmitter attached to this GameObject (null if there is none attached).
particleSystemThe ParticleSystem attached to this GameObject (null if there is none attached).
rendererThe Renderer attached to this GameObject (null if there is none attached).
rigidbodyThe Rigidbody attached to this GameObject (null if there is none attached).
rigidbody2DThe Rigidbody2D that is attached to the Component's GameObject.
tagThe tag of this game object.
transformThe Transform attached to this GameObject (null if there is none attached).
anchorThe Position of the anchor around which the joints motion is constrained.
autoConfigureConnectedAnchorShould the connectedAnchor be calculated automatically?
axisThe Direction of the axis around which the body is constrained.
breakForceThe force that needs to be applied for this joint to break.
breakTorqueThe torque that needs to be applied for this joint to break.
connectedAnchorPosition of the anchor relative to the connected Rigidbody.
connectedBodyA reference to another rigidbody this joint connects to.
enableCollisionEnable collision between bodies connected with the joint.
hideFlagsShould the object be hidden, saved with the scene or modifiable by the user?
nameThe name of the object.

Functions

BroadcastMessageCalls the method named methodName on every MonoBehaviour in this game object or any of its children.
CompareTagIs this game object tagged with /tag/?
GetComponentReturns the component of Type type if the game object has one attached, null if it doesn't.
GetComponentInChildrenReturns the component of Type type in the GameObject or any of its children using depth first search.
GetComponentInParentReturns the component of Type type in the GameObject or any of its parents.
GetComponentsReturns all components of Type type in the GameObject.
GetComponentsInChildrenReturns all components of Type type in the GameObject or any of its children.
GetComponentsInParentReturns all components of Type type in the GameObject or any of its parents.
SendMessageCalls the method named methodName on every MonoBehaviour in this game object.
SendMessageUpwardsCalls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the game object.

Static Functions

DestroyRemoves a gameobject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadMakes the object target not be destroyed automatically when loading a new scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateClones the object original and returns the clone.

Operators

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares if two objects refer to the same.

Messages

OnJointBreakCalled when a joint attached to the same game object broke.