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Fixed joint definition reference for the Physics Core 2D API

Explore the properties you can use to configure a fixed joint in the Editor.
Read time 2 minutesLast updated 13 days ago

Note
This documentation is about writing C# scripts using the
Unity.U2D.Physics
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 Physics Core 2D API fixed joint in the Unity Editor.
A fixed joint fixes two bodies to the same position and rotation with a spring.

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 FrequencyN/ASets the stiffness of the spring that tries to keep the positions of the two bodies the same, in Hertz (cycles per second). A higher value makes the joint less stiff. The default is 0.
Linear DampingN/ASets how quickly the spring stops pulling or pushing. A higher value makes the joint settle more quickly. The default is 0.
Angular FrequencyN/ASets the stiffness of the spring that tries to keep the rotation of the two bodies the same, in Hertz (cycles per second). A higher value makes the joint's rotation less stiff. The default is 0.
Angular DampingN/ASets how quickly the spring stops rotating. A higher value makes the rotation of the joint settle more quickly. The default is 0.
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 Physics Core 2D API.
World DrawingN/ADraws the joint when Unity draws the debug visualization of the world. For more information, refer to Draw a debug visualization of objects.

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