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HingeJoint

class in UnityEngine

/

Hereda de:Joint

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Descripción

The HingeJoint groups together 2 rigid bodies, constraining them to move like connected by a hinge.

This joint is great for, well, doors, but can also be used to model chains, etc...

The HingeJoint has a motor which can be used to make the hinge spin around the joints axis. A spring which attempts to reach for a target angle by spinning around the joints axis. And a limit which constrains the joint angle.

Variables

angleThe current angle in degrees of the joint relative to its rest position. (Read Only)
limitsLimit of angular rotation (in degrees) on the hinge joint.
motorThe motor will apply a force up to a maximum force to achieve the target velocity in degrees per second.
springThe spring attempts to reach a target angle by adding spring and damping forces.
useLimitsEnables the joint's limits. Disabled by default.
useMotorEnables the joint's motor. Disabled by default.
useSpringEnables the joint's spring. Disabled by default.
velocityThe angular velocity of the joint in degrees per second.

Miembros heredados

Variables

gameObjectThe game object this component is attached to. A component is always attached to a game object.
tagEl tag de este game object.
transformThe Transform attached to this GameObject (null if there is none attached).
anchorThe Position of the anchor around which the joints motion is constrained.
autoConfigureConnectedAnchorShould the connectedAnchor be calculated automatically?
axisThe Direction of the axis around which the body is constrained.
breakForceLa fuerza que necesita ser aplicada a esta articulación para que se rompa.
breakTorqueEl torque que necesita ser aplicado a esta articulación para que rompa.
connectedAnchorPosition of the anchor relative to the connected Rigidbody.
connectedBodyA reference to another rigidbody this joint connects to.
enableCollisionEnable collision between bodies connected with the joint.
enablePreprocessingToggle preprocessing for this joint.
hideFlagsShould the object be hidden, saved with the scene or modifiable by the user?
nameEl nombre del objeto.

Funciones Públicas

BroadcastMessageLlama al método denominado methodName de todos los MonoBehaviour en este game objecto en cualquiera de sus hijos.
CompareTag¿Este game object está etiquetado con tag?
GetComponentDevuelve un componente de tipo type si el game object tiene a alguno adjuntado, o null si no lo tiene.
GetComponentInChildrenReturns the component of Type type in the GameObject or any of its children using depth first search.
GetComponentInParentReturns the component of Type type in the GameObject or any of its parents.
GetComponentsReturns all components of Type type in the GameObject.
GetComponentsInChildrenReturns all components of Type type in the GameObject or any of its children.
GetComponentsInParentReturns all components of Type type in the GameObject or any of its parents.
SendMessageLlama al método denominado methodName en cada MonoBehaviour de este game object.
SendMessageUpwardsLlama al método denominado methodName en todos los MonoBehaviour de este juego y en todos los ancestros del behaviour.
GetInstanceIDReturns the instance id of the object.
ToStringDevuelve el nombre del objeto.

Funciones Estáticas

DestroyElimina un gameobject, componente o asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadMakes the object target not be destroyed automatically when loading a new scene.
FindObjectOfTypeDevuelve el primer objeto activo cargado de tipo type.
FindObjectsOfTypeDevuelve una lista de todos los objetos activos cargados de tipo type.
InstantiateDevuelve el nombre del objeto.

Operadores

bool¿Existe el objeto?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.

Mensajes

OnJointBreakCalled when a joint attached to the same game object broke.