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.
|The current angle in degrees of the joint relative to its rest position. (Read Only)
|Limit of angular rotation (in degrees) on the hinge joint.
|The motor will apply a force up to a maximum force to achieve the target velocity in degrees per second.
|The spring attempts to reach a target angle by adding spring and damping forces.
|Enables the joint's limits. Disabled by default.
|Enables the joint's motor. Disabled by default.
|Enables the joint's spring. Disabled by default.
|The angular velocity of the joint in degrees per second. (Read Only)
|The game object this component is attached to. A component is always attached to a game object.
|The tag of this game object.
|The Transform attached to this GameObject.
|The Position of the anchor around which the joints motion is constrained.
|Should the connectedAnchor be calculated automatically?
|The Direction of the axis around which the body is constrained.
|The force that needs to be applied for this joint to break.
|The torque that needs to be applied for this joint to break.
|Position of the anchor relative to the connected Rigidbody.
|A reference to another rigidbody this joint connects to.
|The scale to apply to the inverse mass and inertia tensor of the connected body prior to solving the constraints.
|The force applied by the solver to satisfy all constraints.
|The torque applied by the solver to satisfy all constraints.
|Enable collision between bodies connected with the joint.
|Toggle preprocessing for this joint.
|The scale to apply to the inverse mass and inertia tensor of the body prior to solving the constraints.
|Should the object be hidden, saved with the scene or modifiable by the user?
|The name of the object.
|Calls the method named methodName on every MonoBehaviour in this game object or any of its children.
|Is this game object tagged with tag ?
|Returns the component of Type type if the game object has one attached, null if it doesn't.
|Returns the component of Type type in the GameObject or any of its children using depth first search.
|Returns the component of Type type in the GameObject or any of its parents.
|Returns all components of Type type in the GameObject.
|Returns all components of Type type in the GameObject or any of its children.
|Returns all components of Type type in the GameObject or any of its parents.
|Calls the method named methodName on every MonoBehaviour in this game object.
|Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
|Returns the instance id of the object.
|Returns the name of the GameObject.
|Removes a gameobject, component or asset.
|Destroys the object obj immediately. You are strongly recommended to use Destroy instead.
|Makes the object target not be destroyed automatically when loading a new scene.
|Returns the first active loaded object of Type type.
|Returns a list of all active loaded objects of Type type.
|Clones the object original and returns the clone.
|Does the object exist?
|Compares if two objects refer to a different object.
|Compares two object references to see if they refer to the same object.
|Called when a joint attached to the same game object broke.