The aim of this jointA physics component allowing a dynamic connection between Rigidbody components, usually allowing some degree of movement such as a hinge. More info
See in Glossary 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 RigidbodyA component that allows a GameObject to be affected by simulated gravity and other forces. More info
See in Glossary 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 cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary 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.
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