Joint that allows a Rigidbody2D object to rotate around a point in space or a point on another object.
See Also: DistanceJoint2D, SliderJoint2D, SpringJoint2D, JointAngleLimits2D.
| jointAngle | The current joint angle (in degrees) with respect to the reference angle. | 
| jointSpeed | The current joint speed. | 
| limits | Limit of angular rotation (in degrees) on the joint. | 
| limitState | Gets the state of the joint limit. | 
| motor | Parameters for the motor force applied to the joint. | 
| referenceAngle | The angle (in degrees) referenced between the two bodies used as the constraint for the joint. | 
| useLimits | Should limits be placed on the range of rotation? | 
| useMotor | Should the joint be rotated automatically by a motor torque? | 
| GetMotorTorque | Gets the motor torque of the joint given the specified timestep. | 
| anchor | The joint's anchor point on the object that has the joint component. | 
| autoConfigureConnectedAnchor | Should the connectedAnchor be calculated automatically? | 
| connectedAnchor | The joint's anchor point on the second object (ie, the one which doesn't have the joint component). | 
| enabled | Enabled Behaviours are Updated, disabled Behaviours are not. | 
| isActiveAndEnabled | Has the Behaviour had enabled called. | 
| 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). | 
| 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. | 
| connectedBody | The Rigidbody2D object to which the other end of the joint is attached (ie, the object without the joint component). | 
| enableCollision | Should the two rigid bodies connected with this joint collide with each other? | 
| reactionForce | Gets the reaction force of the joint. | 
| reactionTorque | Gets the reaction torque of the 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. | 
| GetReactionForce | Gets the reaction force of the joint given the specified timeStep. | 
| GetReactionTorque | Gets the reaction torque of the joint given the specified timeStep. | 
| 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. | 
| OnJointBreak2D | Called when a Joint2D attached to the same game object breaks. |