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.
| angle | The current angle in degrees of the joint relative to its rest position. (Read Only) |
| limits | Limit of angular rotation (in degrees) on the hinge joint. |
| motor | The motor will apply a force up to a maximum force to achieve the target velocity in degrees per second. |
| spring | The spring attempts to reach a target angle by adding spring and damping forces. |
| useLimits | Enables the joint's limits. Disabled by default. |
| useMotor | Enables the joint's motor. Disabled by default. |
| useSpring | Enables the joint's spring. Disabled by default. |
| velocity | The angular velocity of the joint in degrees per second. |
| gameObject | The game object this component is attached to. A component is always attached to a game object. |
| tag | El tag de este game object. |
| transform | The Transform attached to this GameObject (null if there is none attached). |
| anchor | The Position of the anchor around which the joints motion is constrained. |
| autoConfigureConnectedAnchor | Should the connectedAnchor be calculated automatically? |
| axis | The Direction of the axis around which the body is constrained. |
| breakForce | La fuerza que necesita ser aplicada a esta articulación para que se rompa. |
| breakTorque | El torque que necesita ser aplicado a esta articulación para que rompa. |
| connectedAnchor | Position of the anchor relative to the connected Rigidbody. |
| connectedBody | A reference to another rigidbody this joint connects to. |
| enableCollision | Enable collision between bodies connected with the joint. |
| enablePreprocessing | Toggle preprocessing for this joint. |
| hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
| name | El nombre del objeto. |
| BroadcastMessage | Llama 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? |
| GetComponent | Devuelve un componente de tipo type si el game object tiene a alguno adjuntado, o null si no lo tiene. |
| GetComponentInChildren | Returns the component of Type type in the GameObject or any of its children using depth first search. |
| GetComponentInParent | Returns the component of Type type in the GameObject or any of its parents. |
| GetComponents | Returns all components of Type type in the GameObject. |
| GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children. |
| GetComponentsInParent | Returns all components of Type type in the GameObject or any of its parents. |
| SendMessage | Llama al método denominado methodName en cada MonoBehaviour de este game object. |
| SendMessageUpwards | Llama al método denominado methodName en todos los MonoBehaviour de este juego y en todos los ancestros del behaviour. |
| GetInstanceID | Returns the instance id of the object. |
| ToString | Devuelve el nombre del objeto. |
| Destroy | Elimina un gameobject, componente o asset. |
| DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
| DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
| FindObjectOfType | Devuelve el primer objeto activo cargado de tipo type. |
| FindObjectsOfType | Devuelve una lista de todos los objetos activos cargados de tipo type. |
| Instantiate | Devuelve el nombre del objeto. |
| 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. |
| OnJointBreak | Called when a joint attached to the same game object broke. |