Explore the properties and settings you can use to configure the global settings of the Physics Core 2D API, and set the default values for objects like worlds, bodies, and shapes.
| Topic | Description |
|---|---|
| World definition reference | Explore the properties you can use to configure a physics world in the Unity Editor. |
| Body definition reference | Explore the properties you can use to configure a physics body in the Editor. |
| Shape definition reference | Explore the properties you can use to configure a physics shape in the Editor. |
| Chain definition reference | Explore the properties you can use to configure a physics chain in the Editor. |
| Distance joint definition reference | Explore the properties you can use to configure a distance 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 Editor. |
| Fixed joint definition reference | Explore the properties you can use to configure 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 in the Editor. |
| Hinge joint definition reference | Explore the properties you can use to configure 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 in the Editor. |
| Relative joint definition reference | Explore the properties you can use to configure a relative joint in the Editor. |
| Slider joint definition reference | Explore the properties you can use to configure a slider joint in the Editor. |
| Wheel joint definition reference | Explore the properties you can use to configure a wheel joint in the Editor. |