Connect 2D Physics Core objects together with Physics Constraint components, and explore the properties of each constraint type.
Note: This documentation is about using Pose, Area, and Constraint components. To use 2D physics in the Unity Editor using components like the Rigidbody 2D component, refer to 2D physics instead.
| Topic | Description |
|---|---|
| Introduction to constraints | Learn what a Physics Constraint component does, and understand motors and springs. |
| Add a constraint | Connect two 2D Physics Core objects. |
| Detect constraint events | Detect when the force or torque on a Physics Constraint component exceeds a threshold, using UnityEvents in the Inspector. |
| Physics Constraint Distance component reference | Explore the properties you can use to keep two connected 2D Physics Core objects a certain distance apart. |
| Physics Constraint Fixed component reference | Explore the properties you can use to keep two connected 2D Physics Core objects at the same position and rotation. |
| Physics Constraint Hinge component reference | Explore the properties you can use to place two 2D Physics Core objects at the same location and let the second object rotate while connected to the first. |
| Physics Constraint Ignore component reference | Explore the properties you can use to prevent collisions between two 2D Physics Core objects. |
| Physics Constraint Relative component reference | Explore the properties you can use to move and rotate 2D Physics Core objects opposite to each other. |
| Physics Constraint Slider component reference | Explore the properties you can use to let one 2D Physics Core object restrict a second object so it can only slide along one axis. |
| Physics Constraint Wheel component reference | Explore the properties you can use to pin two 2D Physics Core objects together, for example a suspension object and a wheel. |