Use the Wheel Joint 2D to simulate a rolling wheel, on which an object can move. You can apply motor power to the joint. The wheel uses a suspension spring to maintain its distance from the main body of the vehicle.
| Property | Function |
|---|---|
| Enable Collision | Enable this property to enable collisions between the two connected GameObjects. |
| Connected Rigid Body | Specify the other GameObject this joint connects to. If you leave this as None, the other end of the joint is fixed to a point in space defined by the Connected Anchor setting. Select the circle icon to the right to view a list of GameObjects to connect to. |
| Auto Configure Connected Anchor | Enable this property to automatically set the anchor location for the other GameObject this Hinge Joint 2D connects to. You do not need to enter coordinates for the Connected Anchor property if you enable this property. |
| Anchor | Define where (in terms of x, y-coordinates on the Rigidbody 2D) the end point of the joint connects to this GameObject. |
| Connected Anchor | Define where (in terms of x, y-coordinates on the Rigidbody 2D) the end point of the joint connects to the other GameObject. |
| Suspension | Select this to expand this property’s settings. |
| Damping Ratio | Set the degree to suppress spring oscillation. In the range 0 to 1, the higher the value, the less movement. |
| Frequency | Set the frequency at which the spring oscillates while the GameObjects are approaching the separation distance you want (measured in cycles per second). In the range 0 to 1,000,000 - the higher the value, the stiffer the spring. Note: Setting Frequency to zero will create the stiffest spring type joint possible. |
| Angle | Set the world movement angle for the suspension. |
| Use Motor | Enable this to apply motor force to the joint. |
| Motor | Select this to expand this property’s settings. |
| Motor Speed | Target speed (degrees per second) for the motor to reach. |
| Maximum Motor Force | Set the maximum torque (or rotation) the motor can apply when attempting to reach the target speed. |
| Break Action | Set the action taken when either the force or torque threshold is exceeded. |
| Break Force | Set the force threshold which if exceeded, will cause the joint to perform the selected Break Action. The default value is set to Infinity, which can never be exceeded and therefore the Break Action can never be taken while the threshold remains at this value. |
| Break Torque | Set the torque threshold which if exceeded, will cause the joint to perform the selected Break Action. The default value is set to Infinity, which can never be exceeded and therefore the Break Action can never be taken while the threshold remains at this value. |