The HingeJoint groups together 2 rigid bodies, constraining them to move like connected by a hinge.
This joint is great for, well, doors, but can also be used to model chains, etc...
The HingeJoint has a motor which can be used to make the hinge spin around the joints axis.
A spring which attempts to reach for a target angle by spinning around the joints axis.
And a limit which constrains the joint angle.
angle | The current angle in degrees of the joint relative to its rest position. (Read Only) |
limits | Limit of angular rotation (in degrees) on the hinge joint. |
motor | The motor will apply a force up to a maximum force to achieve the target velocity in degrees per second. |
spring | The spring attempts to reach a target angle by adding spring and damping forces. |
useLimits | Enables the joint's limits. Disabled by default. |
useMotor | Enables the joint's motor. Disabled by default. |
useSpring | Enables the joint's spring. Disabled by default. |
velocity | The angular velocity of the joint in degrees per second. (Read Only) |
gameObject | The game object this component is attached to. A component is always attached to a game object. |
tag | The tag of this game object. |
transform | The Transform attached to this GameObject. |
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. |
currentForce | The force applied by the solver to satisfy all constraints. |
currentTorque | The torque applied by the solver to satisfy all constraints. |
enableCollision | Enable collision between bodies connected with the joint. |
enablePreprocessing | Toggle preprocessing for this 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. |
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 two object references to see if they refer to the same object. |
OnJointBreak | Called when a joint attached to the same game object broke. |