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Relative joint definition reference for the LowLevelPhysics2D API

Explore the properties you can use to configure a relative joint in the Editor.
Read time 3 minutesLast updated 13 days ago

Note
This documentation is about writing C# scripts using the
LowLevelPhysics2D
API. To use 2D physics in the Unity Editor using components like the Rigidbody 2D component, refer to 2D physics instead.
Explore the properties you can use to configure a
LowLevelPhysics2D
API relative joint in the Unity Editor.
A relative joint moves and rotates objects opposite to each other.

Property

Sub-property

Description

Local Anchor AN/ASets where one end of the joint connects to the first body.
N/APositionSets the position where the end of the joint connects, relative to the position of the first body.
N/ARotationSets the rotation of the anchor in degrees.
Local Anchor BN/ASets where the other end of the joint connects to the second body.
N/APositionSets the position where the end of the joint connects, relative to the position of the second body.
N/ARotationSets the rotation of the anchor in degrees.
Linear VelocityN/ASets the target velocity vector for the objects.
Angular VelocityN/ASets the target rotational velocity for the objects.
Max ForceN/ASets the amount of force the joint uses to reach the target velocity.
Max TorqueN/ASets the amount of rotational force the joint uses to reach the target rotational velocity.
Spring Linear FrequencyN/ASets the stiffness of a spring that connects the two bodies, and stretches and compresses to try to bring the bodies together. The strength of the pull is proportional to the current distance between the bodies. The units are in Hertz (cycles per second). A higher value makes the joint less stiff. The default is 0.
Spring Angular FrequencyN/ASets the stiffness of a spring that connects the angle of the two bodies. A higher value makes the joint less stiff. The default is 0.
Spring Linear DampingN/ASets how quickly the spring settles. A higher value makes the spring settle more quickly. The default is 0.
Spring Angular DampingN/ASets how quickly the rotation settles. A higher value makes the spring settle more quickly. The default is 0.
Spring Max ForceN/ASets the maximum linear force that the spring applies, in newtons.
Spring Max TorqueN/ASets the maximum rotational force that the spring applies, in newton-meters.
Force ThresholdN/ASets the amount of linear force that creates an
OnJointThreshold2D
event.
Torque ThresholdN/ASets the amount of rotational force that creates an
OnJointThreshold2D
event.
Tuning FrequencyN/ASets the overall stiffness of the joint in Hertz (cycles per second). A higher value makes the joint less stiff.
Tuning DampingN/ASets how quickly overall the joint stops pulling or pushing. A higher value makes the joint settle more quickly.
Draw ScaleN/AScales the joint Unity draws as a debug visualization. For more information, refer to Draw a debug visualization of objects.
Collide ConnectedN/AEnables the shapes creating collision or trigger events when they come into contact with each other. For more information, refer to Collisions and interactions in the LowLevelPhysics2D API.

Additional resources