The aim of this joint is to maintain a relative linear and angular distance (offset) between two points. Those two points can be two Rigidbody2D components or a Rigidbody2D component and a fixed position in the world. Note: Connect to a fixed position in the world by setting Connected Rigidbody to None.
The joint applies a linear and angular (torque) force to both connected Rigidbody objects. It uses a simulated motor that is preconfigured to be quite powerful: It has a high Max Force and Max Torque limit. You can lower these values to make the motor less powerful motor or turn-off it off completely.
This joint has two simultaneous constraints:
You can use this joint to construct physical objects that need to:
Some uses may need the connection to be flexible, such as: A space-shooter game where the player has extra gun batteries that follow them. You can use the Relative Joint to give the trailing gun batteries a slight lag when they follow, but make them rotate with the player with no lag.
Some uses may need a configurable force, such as: A game where the camera follows a player using a configurable force to keep track.
FixedJoint2D is spring type joint. RelativeJoint2D is a motor type joint with a maximum force and/or torque.