Version: Unity 6.3 LTS (6000.3)
Language : English
Fixed joint definition reference for the LowLevelPhysics2D API
Relative joint definition reference for the LowLevelPhysics2D API

Hinge joint definition reference for the LowLevelPhysics2D API

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 hinge 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 hinge jointA joint that groups together two Rigidbody components, constraining them to move like they are connected by a hinge. It is perfect for doors, but can also be used to model chains, pendulums and so on. More info
See in Glossary
places two bodies at the same location, and allows the second body to rotate while connected to the first.

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.
Enable Spring N/A Enables Spring Target Angle, Spring Frequency and Spring Damping. The joint acts as a spring, so it stretches and compresses to try to make the angles of the two bodies the same. The strength of the pull is proportional to the current angle between the bodies.
Spring Target Angle N/A Sets the target angle in degrees.
Spring Frequency N/A Sets the stiffness of the spring in Hertz (cycles per second). A higher value makes the spring less stiff. The default is 0.
Spring Damping N/A Sets how quickly the spring stops pulling or pushing. A higher value makes the spring settle more quickly. The default is 0.
Enable Motor N/A Enables Motor Speed and Max Motor Torque, which make the joint act as a motor to rotate the second body.
Motor Speed N/A Sets the target rotation, in degrees per second.
Max Motor Torque N/A Sets the maximum force that the motor applies to reach the target rotation, in newtons.
Enable Limit N/A Enables Lower Angle Limit and Upper Angle Limit, which limit the angles of the two connected bodies.
Lower Angle Limit N/A Sets the minimum angle in degrees. The default is 0, which means no limit.
Upper Angle Limit N/A Sets the maximum angle in degrees. The default is 0, which means no limit.
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.

Additional resources

Fixed joint definition reference for the LowLevelPhysics2D API
Relative joint definition reference for the LowLevelPhysics2D API