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.
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. |
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). |
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. |
enableCollision | Enable collision between bodies connected with the joint. |
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. |
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. |
GetComponentInParent | Returns the component of Type type in the GameObject or any of its parents. |
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. |
GetComponentsInParent | Returns all components of Type type in the GameObject or any of its parents. |
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. |
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? |
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. |