Note: This documentation is about writing C# scripts using the LowLevelPhysics2D API. To use 2D physics in the Unity Editor using components like the Rigidbody 2D component, refer to 2D physics instead.
Explore the properties you can use to configure a LowLevelPhysics2D API fixed 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 in the Unity Editor.
A fixed jointA joint type that is completely constrained, allowing two objects to be held together. Implemented as a spring so some motion may still occur. More info
See in Glossary fixes two bodies to the same position and rotation with a spring.
| Property | Sub-property | Description |
|---|---|---|
| Local Anchor A | N/A | Sets where one end of the joint connects to the first body. |
| N/A | Position | Sets the position where the end of the joint connects, relative to the position of the first body. |
| N/A | Rotation | Sets the rotation of the anchor in degrees. |
| Local Anchor B | N/A | Sets where the other end of the joint connects to the second body. |
| N/A | Position | Sets the position where the end of the joint connects, relative to the position of the second body. |
| N/A | Rotation | Sets the rotation of the anchor in degrees. |
| Linear Frequency | N/A | Sets the stiffness of the spring that tries to keep the positions of the two bodies the same, in Hertz (cycles per second). A higher value makes the joint less stiff. The default is 0. |
| Linear Damping | N/A | Sets how quickly the spring stops pulling or pushing. A higher value makes the joint settle more quickly. The default is 0. |
| Angular Frequency | N/A | Sets the stiffness of the spring that tries to keep the rotation of the two bodies the same, in Hertz (cycles per second). A higher value makes the joint’s rotation less stiff. The default is 0. |
| Angular Damping | N/A | Sets how quickly the spring stops rotating. A higher value makes the rotation of the joint settle more quickly. The default is 0. |
| Force Threshold | N/A | Sets the amount of linear force that creates an OnJointThreshold2D event. |
| Torque Threshold | N/A | Sets the amount of rotational force that creates an OnJointThreshold2D event. |
| Tuning Frequency | N/A | Sets the overall stiffness of the joint in Hertz (cycles per second). A higher value makes the joint less stiff. |
| Tuning Damping | N/A | Sets how quickly overall the joint stops pulling or pushing. A higher value makes the joint settle more quickly. |
| Draw Scale | N/A | Scales the joint Unity draws as a debug visualization. For more information, refer to Draw a debug visualization of objects. |
| Collide Connected | N/A | Enables the shapes creating collisionA collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has a Rigidbody component and is in motion. More info See in Glossary or trigger events when they come into contact with each other. For more information, refer to Collisions and interactions in the LowLevelPhysics2D API. |