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

Relative 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 relative 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 relative joint moves and rotates objects opposite to each other.

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 Velocity N/A Sets the target velocityA joint property to set the desired velocity with which the joint should move to the Target Position under the drive force. More info
See in Glossary
vector for the objects.
Angular Velocity N/A Sets the target rotational velocity for the objects.
Max Force N/A Sets the amount of force the joint uses to reach the target velocity.
Max Torque N/A Sets the amount of rotational force the joint uses to reach the target rotational velocity.
Spring Linear Frequency N/A Sets the stiffness of a spring that connects the two bodies, and stretches and compresses to try to bring the bodies together. The strength of the pull is proportional to the current distance between the bodies. The units are in Hertz (cycles per second). A higher value makes the joint less stiff. The default is 0.
Spring Angular Frequency N/A Sets the stiffness of a spring that connects the angle of the two bodies. A higher value makes the joint less stiff. The default is 0.
Spring Linear Damping N/A Sets how quickly the spring settles. A higher value makes the spring settle more quickly. The default is 0.
Spring Angular Damping N/A Sets how quickly the rotation settles. A higher value makes the spring settle more quickly. The default is 0.
Spring Max Force N/A Sets the maximum linear force that the spring applies, in newtons.
Spring Max Torque N/A Sets the maximum rotational force that the spring applies, in newton-meters.
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

Hinge joint definition reference for the LowLevelPhysics2D API
Slider joint definition reference for the LowLevelPhysics2D API