接続を解除するために必要なトルク
ジョイントが Rigidbody2D を制限しようとするとき、これを行うためにトルクを適用する必要があります。これは reactionTorque として知られています。それぞれの Physics の更新で breakTorque は reactionTorque と比較されます。そのトルクを超える場合、OnJointBreak2D は壊れたジョイントを参照して呼び出されます。ジョイントが壊れたなら、 reactionTorque や GetReactionTorque を使用してジョイントを壊した実際の反力トルクを確認できます。
Break Force は反トルク力の量によって壊れるようにするか、Mathf.Infinity を設定して壊れないジョイントにすることができます。ジョイントを壊さないようにする場合は、Physicsの更新チェックをする必要がなくなるため、全体的にパフォーマンスが良くなります。
breakTorque は DistanceJoint2D や TargetJoint2D で使えないことに注意してください。
関連項目: reactionTorque、GetReactionTorque、OnJointBreak2D
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