The main application of the 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 2D component is to keep distance between two points. These two points can be two RigidbodyA component that allows a GameObject to be affected by simulated gravity and other forces. More info
See in Glossary 2D components or a Rigidbody 2D component and a fixed position in the world.
Note: To connect a Rigidbody 2D component to a fixed position in the world, set the Connected Rigidbody field to None.
This Joint 2D does not apply torque or rotation. It does apply a linear force to both connected items, using a very stiff simulated ‘spring’ to maintain the distance. You cannot configure the properties of this ‘spring’.
This Joint 2D has a selectable constraint:
You can use this Joint 2D to construct physical objects that need to behave as if they are connected with a rigid connection that can rotate.