Version: Unity 6.3 Beta (6000.3)
LanguageEnglish
  • C#

PhysicsSliderJoint

struct in UnityEngine.LowLevelPhysics2D

/

Implemented in:UnityEngine.Physics2DModule

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

A joint that requires defining a line of motion defined by the local anchor A. Body B may slide along the axis defined by the local anchor A. Body B cannot rotate relative to body A. The joint translation is zero when the local anchor origins coincide in world space. The joint uses local anchors so that the initial configuration can violate the constraint slightly.

Properties

Property Description
bodyA The second body the joint constrains.
bodyB A local anchor point on the first body for the constraint.
callbackTarget Get/Set the UnityEngine.MonoBehaviour that event callbacks for this joint will be sent to. This includes the following events: - A JointThresholdEvent with call IJointThresholdCallback.
collideConnected Whether the shapes on the pair of bodies can come into contact.
currentAngularSeparationError Get the current angular separation error for this joint, in degrees. This does not consider admissible movement.
currentConstraintForce Get the current constraint force used by the joint, usually in newtons.
currentConstraintTorque Get the current constraint torque used by the joint, usually in newtons.
currentLinearSeparationError Get the current linear separation error for this joint, usually in meters. This does not consider admissible movement.
currentMotorForce Get the current motor force, usually in newtons.
currentSpeed Get the current joint translation speed, usually in meters per second.
currentTranslation Get the current joint translation, usually in meters.
drawScale Controls the scaling of the joint drawing.
enableLimit Enable/Disable the joint translation limit.
enableMotor Enable/Disable the joint motor.
enableSpring Enable/Disable a spring along the slider joint axis.
forceThreshold The force threshold beyond which a joint event will be produced.
isOwned Get if the joint is owned. See PhysicsJoint.SetOwner.
isValid Checks if the joint is valid.
jointType Gets the joint type. See JointType.
localAnchorA The local anchor frame constraint relative to bodyA's origin.
localAnchorB The local anchor frame constraint relative to bodyB's origin.
lowerTranslationLimit Get the lower translation limit.
maxMotorForce The maximum force the motor can apply, usually in newtons.
motorSpeed The desired motor speed, usually in meters per second.
springDamping The spring damping, non-dimensional.
springFrequency The spring stiffness, in cycles per second.
springTargetTranslation The spring target translation, usually in meters. The spring-damper will drive to this translation.
torqueThreshold The torque threshold beyond which a joint event will be produced.
tuningDamping Controls the joint stiffness damping, non-dimensional. Use 1 for critical damping.
tuningFrequency Controls the joint stiffness frequency, in cycles per second.
upperTranslationLimit Get the upper translation limit.
userData Get/Set PhysicsUserData that can be used for any purpose. The physics system doesn't use this data, it is entirely for custom use.
world Get the world the body is attached to.

Constructors

Constructor Description
PhysicsSliderJoint Create a PhysicsSliderJoint from the specified base joint. The provided joint must be a joint type of PhysicsJoint.JointType.SliderJoint.

Public Methods

Method Description
Destroy Destroy the joint. If the object is owned with PhysicsJoint.SetOwner then you must provide the owner key it returned. Failing to do so will return a warning and the joint will not be destroyed.
Draw Draw a PhysicsJoint that visually represents its current state in the world. This is only used in the Unity Editor or in a Development Player. See LowLevelPhysics2D.PhysicsWorld.DrawResults, PhysicsWorld.drawOptions and LowLevelPhysics2D.PhysicsWorld.drawResults.
GetOwner Get the owner object associated with this joint as specified using PhysicsJoint.SetOwner.
SetOwner Set the (optional) owner object associated with this joint and return an owner key that must be specified when destroying the joint with PhysicsJoint.Destroy. The physics system provides access to all objects, including the ability to destroy them so this feature can be used to stop accidental destruction of objects that are owned by other objects. You can only set the owner once, multiple attempts will produce a warning. The lifetime of the specified owner object is not linked to this joint i.e. this joint will still be owned by the owner object, even if it is destroyed. It is also valid to not specify an owner object (NULL) to simply gain an owner key however it can be useful, if simply for debugging purposes and discovery, to know which object is the owner.
WakeBodies Wake the pair of bodies the joint is constraining.

Static Methods

Method Description
Create Create a PhysicsSliderJoint in the specified world.
DestroyBatch Destroy a batch of joints. Owned joints will produce a warning and will not be destroyed (see PhysicsJoint.SetOwner). Any invalid joints will be ignored.

Operators

Operator Description
PhysicsJoint Cast to the base PhysicsJoint.
PhysicsSliderJoint Cast to a PhysicsSliderJoint from the base PhysicsJoint. The provided joint must be a joint type of PhysicsJoint.JointType.SliderJoint.