The joint attempts to move a Rigidbody2D to a specific target position.
This joint is the only joint that doesn't connect two Rigidbody2D together. Instead, it only operates on the single body it is connected to.
When connected, it will attempt to move the body to a specified target position. When setting a target you can also set the anchor position which is a point relative to the Rigidbody2D where forces will be applied.
The joint moves the body using a configurable spring that has a force limit.
An example usage for this joint might be to enable Collider2D to be dragged, selecting an anchor point and moving the body to the position under the mouse.
anchor | The local-space anchor on the rigid-body the joint is attached to. |
autoConfigureTarget | Should the target be calculated automatically? |
dampingRatio | The amount by which the target spring force is reduced in proportion to the movement speed. |
frequency | The frequency at which the target spring oscillates around the target position. |
maxForce | The maximum force that can be generated when trying to maintain the target joint constraint. |
target | The world-space position that the joint will attempt to move the body to. |
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. |