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Unity Engine


Distance Joint 2D component reference

Explore the properties of the Distance Joint 2D.
Read time 2 minutesLast updated 21 days ago

The Distance Joint 2D is a 2D joint that attaches two GameObjects controlled by Rigidbody 2D physics, and keeps them a certain distance apart.

Properties

Property

Function

Enable CollisionEnable this property to enable collisions between the two connected GameObjects.
Connected RigidbodySpecify the other object this joint connects to. Leave this as None to have the other end of the joint fixed at a point in space defined by the Connected Anchor property. 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 object this joint 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.
Auto Configure DistanceEnable this to automatically detect the current distance between the two GameObjects, and set it as the distance that the Distance Joint 2D keeps between the two GameObjects. When enabled, you do not need to specify the distance between the GameObjects at Distance.
DistanceSpecify the distance that the Distance Joint 2D keeps between the two GameObjects.
Max Distance OnlyEnable this to only enforce a maximum distance. This allows connected GameObjects to move closer to each other, but not further than the distance set by Distance. Clear this to keep the distance between the GameObjects fixed.
Break ActionSet the action taken when either a 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.