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Unity Engine


Wheel Joint 2D

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

Use the Wheel Joint 2D to simulate a rolling wheel, on which an object can move. You can apply motor power to the joint. The wheel uses a suspension spring to maintain its distance from the main body of the vehicle.

Properties

Property

Function

Enable CollisionEnable this property to enable collisions between the two connected GameObjects.
Connected Rigid BodySpecify 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.
SuspensionSelect this to expand this property's settings.
    Damping RatioSet the degree to suppress spring oscillation. In the range 0 to 1, the higher the value, the less movement.
    FrequencySet the frequency at which the spring oscillates while the GameObjects are approaching the separation distance you want (measured in cycles per second). In the range 0 to 1,000,000 - the higher the value, the stiffer the spring. Note: Setting Frequency to zero will create the stiffest spring type joint possible.
    AngleSet the world movement angle for the suspension.
Use MotorEnable this to apply motor force to the joint.
MotorSelect this to expand this property's settings.
    Motor SpeedTarget speed (degrees per second) for the motor to reach.
    Maximum Motor ForceSet the maximum torque (or rotation) the motor can apply when attempting to reach the target speed.
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.