Character Joints are mainly used for Ragdoll effects.
They are an extended ball-socket joint which allows you to limit the joint on each axis.
enableProjection | Brings violated constraints back into alignment even when the solver fails. |
highTwistLimit | The upper limit around the primary axis of the character joint. |
lowTwistLimit | The lower limit around the primary axis of the character joint. |
projectionAngle | Set the angular tolerance threshold (in degrees) for projection. |
projectionDistance | Set the linear tolerance threshold for projection. |
swing1Limit | The angular limit of rotation (in degrees) around the primary axis of the character joint. |
swing2Limit | The angular limit of rotation (in degrees) around the primary axis of the character joint. |
swingAxis | The secondary axis around which the joint can rotate. |
swingLimitSpring | The configuration of the spring attached to the swing limits of the joint. |
twistLimitSpring | The configuration of the spring attached to the twist limits of the joint. |
gameObject | The game object this component is attached to. A component is always attached to a game object. |
tag | The tag of this game object. |
transform | The Transform attached to this GameObject. |
anchor | The Position of the anchor around which the joints motion is constrained. |
autoConfigureConnectedAnchor | Should the connectedAnchor be calculated automatically? |
axis | The Direction of the axis around which the body is constrained. |
breakForce | The force that needs to be applied for this joint to break. |
breakTorque | The torque that needs to be applied for this joint to break. To be able to break, a joint must be _Locked_ or _Limited_ on the axis of rotation where the torque is being applied. This means that some joints cannot break, such as an unconstrained Configurable Joint. |
connectedAnchor | Position of the anchor relative to the connected Rigidbody. |
connectedBody | A reference to another rigidbody this joint connects to. |
connectedMassScale | The scale to apply to the inverse mass and inertia tensor of the connected body prior to solving the constraints. |
currentForce | The force applied by the solver to satisfy all constraints. |
currentTorque | The torque applied by the solver to satisfy all constraints. |
enableCollision | Enable collision between bodies connected with the joint. |
enablePreprocessing | Toggle preprocessing for this joint. |
massScale | The scale to apply to the inverse mass and inertia tensor of the body prior to solving the constraints. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | The name of the object. |
BroadcastMessage | Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
CompareTag | Is this game object tagged with tag ? |
GetComponent | Returns the component of Type type if the game object has one attached, null if it doesn't. |
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 | Calls the method named methodName on every MonoBehaviour in this game object. |
SendMessageUpwards | Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the object. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |
OnJointBreak | Called when a joint attached to the same game object broke. |