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Unity Engine


PhysicsRelativeJoint

A joint constraint used to control the relative movement two bodies while still being responsive to collisions. A spring controls the position and rotation and velocity control allows for simulated friction such as seen in top-down games. A typical usage is to control the movement of a dynamic body with respect to the ground.
Read time 4 minutesLast updated 8 days ago

Definition

public readonly struct PhysicsRelativeJoint : IEquatable<PhysicsRelativeJoint>

Constructors

Constructor

Description

PhysicsRelativeJoint(UnityEngine.LowLevelPhysics2D.PhysicsJoint)Create a PhysicsRelativeJoint from the specified base joint. The provided joint must be a joint type of PhysicsJoint.JointType.RelativeJoint.

Properties

Property

Description

angularVelocityThe desired angular velocity.
bodyAThe first body the joint constrains.
bodyBThe second body the joint constrains.
callbackTargetGet/Set the Object that event callbacks for this joint will be sent to. Care should be taken with any Object assigned as a callback target that isn't a Object as this assignment will not in itself keep the object alive and can be garbage collected. To avoid this, you should have at least a single reference to the object in your code.
collideConnectedWhether the shapes on the pair of bodies can come into contact.
currentAngularSeparationErrorGet the current angular separation error for this joint, in degrees. This does not consider admissible movement.
currentConstraintForceGet the current constraint force used by the joint, usually in newtons.
currentConstraintTorqueGet the current constraint torque used by the joint, usually in newton-meters.
currentLinearSeparationErrorGet the current linear separation error for this joint, usually in meters. This does not consider admissible movement.
drawScaleControls the scaling of the joint drawing.
forceThresholdThe force threshold beyond which a joint event will be produced.
isOwnedGet if the joint is owned. See PhysicsJoint.SetOwner.
isValidChecks if the joint is valid.
jointTypeGets the joint type. See PhysicsJoint.JointType.
linearVelocityThe desired linear velocity.
localAnchorAThe local anchor frame constraint relative to bodyA's origin.
localAnchorBThe local anchor frame constraint relative to bodyB's origin.
maxForceThe maximum linear force, usually in newtons. A value of zero is a special case which turns the limit off.
maxTorqueThe maximum torque, usually in newton-meters. A value of zero is a special case which turns the limit off.
ownerUserDataGet PhysicsUserData that can be used for any purpose, typically by the owner only.
springAngularDampingThe spring angular damping.
springAngularFrequencyThe spring angular frequency, in cycles per second. A value of zero is a special case which turns the angular spring off.
springLinearDampingThe spring linear damping.
springLinearFrequencyThe spring linear frequency, in cycles per second. A value of zero is a special case which turns the linear spring off.
springMaxForceThe spring maximum linear force, usually in newtons. A value of zero is a special case which turns the force limit off.
springMaxTorqueThe spring maximum torque, usually in newton-meters. A value of zero is a special case which turns the torque limit off.
torqueThresholdThe torque threshold beyond which a joint event will be produced.
tuningDampingControls the joint stiffness damping, non-dimensional. Use 1 for critical damping.
tuningFrequencyControls the joint stiffness frequency, in cycles per second.
userDataGet/Set PhysicsUserData that can be used for any purpose. The physics system doesn't use this data, it is entirely for custom use.
worldGet the world the body is attached to.

Methods

Method

Description

DestroyDestroy the joint. If the object is owned with PhysicsJoint.SetOwner then you must provide the owner key it returned. Failing to do so will return a warning and the joint will not be destroyed.
DrawDraw a PhysicsJoint that visually represents its current state in the world. This is only used in the Unity Editor or in a Development Player.
GetOwnerGet the owner object associated with this joint as specified using PhysicsJoint.SetOwner.
SetOwnerSet the (optional) owner object associated with this joint and return an owner key that must be specified when destroying the joint with PhysicsJoint.Destroy. The physics system provides access to all objects, including the ability to destroy them so this feature can be used to stop accidental destruction of objects that are owned by other objects. You can only set the owner once, multiple attempts will produce a warning. The lifetime of the specified owner object is not linked to this joint i.e. this joint will still be owned by the owner object, even if it is destroyed. It is also valid to not specify an owner object (NULL) to simply gain an owner key however it can be useful, if simply for debugging purposes and discovery, to know which object is the owner.
SetOwnerUserDataSet PhysicsUserData that can be used for any purpose, typically by the owner only.
WakeBodiesWake the pair of bodies the joint is constraining.

Static Methods

Method

Description

CreateCreate a PhysicsRelativeJoint in the specified world.
DestroyBatchDestroy a batch of joints. Owned joints will produce a warning and will not be destroyed (see PhysicsJoint.SetOwner). Any invalid joints will be ignored.

Operators

Operator

Description

PhysicsRelativeJointCast to a PhysicsRelativeJoint from the base PhysicsJoint. The provided joint must be a joint type of PhysicsJoint.JointType.RelativeJoint.
PhysicsJointCast to the base PhysicsJoint.