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Unity Engine


Hinge Joint 2D component reference

Explore the properties of the Hinge Joint 2D.
Read time 2 minutesLast updated 19 days ago

This joint allows a GameObject controlled by Rigidbody 2D physics to be attached to a point in space around which it can rotate. The rotation can be left to happen passively (for example, in response to a collision) or can be actively powered by a motor torque provided by the Joint 2D itself. You can set limits to prevent the hinge from making a full rotation, or make more than a single rotation.

Properties

Property

Function

Enable CollisionEnable this property to enable collisions between the two connected GameObjects.
Connected RigidbodySpecify the other GameObject this joint connects to. If you leave this as None, the other end of the joint is fixed to a point in space defined by the Connected Anchor setting. Select the circle icon to the right to view a list of GameObjects to connect to.
Auto Configure Connected AnchorEnable this property to automatically set the anchor location for the other GameObject this Hinge Joint 2D connects to. You do not need to enter coordinates for the Connected Anchor property if you enable this property.
AnchorDefine where (in terms of x, y-coordinates on the Rigidbody 2D) the end point of the joint connects to this GameObject.
Connected AnchorDefine where (in terms of x, y-coordinates on the Rigidbody 2D) the end point of the joint connects to the other GameObject.
Use MotorEnable this to apply motor force to the joint.
MotorSelect this to expand this property's settings.
    Motor SpeedSet the target motor speed (in degrees per second).
    Maximum Motor ForceSet the maximum torque (or rotation) the motor can apply when attempting to reach the target speed.
    Use LimitsEnable this to limit the rotation angle.
Angle LimitsSelect this to expand the Angle limits settings. Set the limits used when User Limits is enabled.
    Lower AngleSet the lower end of the rotation arc allowed by the limit.
    Upper AngleSet the upper end of the rotation arc allowed by the limit.
Break ActionSet the action taken when either the force or torque threshold is exceeded.
Break ForceSet the force threshold which if exceeded, will cause the joint to perform the selected Break Action. The default value is set to Infinity, which can never be exceeded and therefore the Break Action can never be taken while the threshold remains at this value.
Break TorqueSet the torque threshold which if exceeded, will cause the joint to perform the selected Break Action. The default value is set to Infinity, which can never be exceeded and therefore the Break Action can never be taken while the threshold remains at this value.