This joint allows a GameObject controlled by Rigidbody physics to slide along a line in space. The object can freely move anywhere along the line in response to collisions or forces. Alternatively, it can be also be moved along by a motor force, with limits applied to keep its position within a certain section of the line.
プロパティ | 機能 | |
---|---|---|
Enable Collision | このプロパティを有効にすると、つながれた 2 つのゲームオブジェクトの衝突が可能になります。 | |
Connected Rigidbody | このジョイントと接続するもう 1 つのオブジェクトを指定します。ここを None にすると、もう一方の端が、Connected Anchor プロパティによって定義された空間の点に固定されます。入力欄の右側にある丸いアイコンを選択すると、接続先オブジェクトのリストを見ることができます。 | |
Auto Configure Connected Anchor | このプロパティを有効にすると、このジョイントが接続する他のオブジェクトのアンカー位置が自動的に設定されます。このプロパティを有効にすると、Connected Anchor プロパティの座標を入力する必要はありません。 | |
Anchor | ジョイントの端点がこのゲームオブジェクトの (Rigidbody 2D の X、Y 座標の) どこに接続するかを定義します。 | |
Connected Anchor | ジョイントの端点が他のゲームオブジェクトの (Rigidbody 2D の X、Y 座標の) どこに接続するかを定義します。 | |
Auto Configure Angle | Enable this property to automatically detect between the two GameObjects. The joint then keeps the same angle between the two GameObjects. You do not need to manually specify the angle when you enable this property. | |
Angle | Enter the angle that the joint keeps between the two objects. | |
Use Motor | Use the sliding motor? Check the box for yes. | |
Motor | Expand for motor-related property settings. | |
Motor Speed | Set the target motor speed (meters/sec). | |
Maximum Motor Force | Set the maximum force the motor can apply while attempting to reach the target speed. | |
Use Limits | Enable this property to set limits to the linear force. | |
Translation Limits | Expand to set the limited distance that the translation can travel. | |
Lower Translation | Set the minimum distance the GameObject can be from the connected anchor point. | |
Upper Translation | Set the maximum distance the GameObject can be from the connected anchor point. | |
Break Action | 力またはトルクのしきい値を超えた時に実行されるアクションを設定します。 | |
Break Force | 力のしきい値を設定します。このしきい値を超えると、ジョイントが、選択された Break Action を実行します。デフォルト値は Infinity 設定されており、これは超えることができません。したがって、しきい値がこの値のままである場合は Break Action は実行できません。 | |
Break Torque | 力のしきい値を設定します。このしきい値を超えると、ジョイントが、選択された Break Action を実行します。デフォルト値は Infinity 設定されており、これは超えることができません。したがって、しきい値がこの値のままである場合は Break Action は実行できません。 |
Use this joint slide GameObjects by maintaining the position of two points on a configurable line that extends to infinity. Those two points can be two Rigidbody2D components, or a Rigidbody2D component and a fixed position in the world (by setting Connected Rigidbody to None).
The joint applies a linear force to both connected Rigidbody objects to keep them on the line. It also has a simulated linear motor that applies linear force to move the Rigidbody GameObjects along the line. You can turn the motor off or on. Although the line is infinite, you can specify just a segment of the line that you want to use, using the Translation Limits option.
このジョイントには以下のとおり、3つの連立制限が用意されています。
You can use this joint to construct physical objects that need to react as if they are connected together on a line. For example:
SliderJoint2D
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