Hinge joint definition reference for the Physics Core 2D API
Explore the properties you can use to configure a hinge joint in the Editor.
Read time 3 minutesLast updated 11 days ago
Explore the properties you can use to configure a Physics Core 2D API hinge joint in the Unity Editor.
A hinge joint places two bodies at the same location, and allows the second body to rotate while connected to the first.
Property | Sub-property | Description |
|---|---|---|
| Local Anchor A | N/A | Sets where one end of the joint connects to the first body. |
| N/A | Position | Sets the position where the end of the joint connects, relative to the position of the first body. |
| N/A | Rotation | Sets the rotation of the anchor in degrees. |
| Local Anchor B | N/A | Sets where the other end of the joint connects to the second body. |
| N/A | Position | Sets the position where the end of the joint connects, relative to the position of the second body. |
| N/A | Rotation | Sets the rotation of the anchor in degrees. |
| Enable Spring | N/A | Enables Spring Target Angle, Spring Frequency and Spring Damping. The joint acts as a spring, so it stretches and compresses to try to make the angles of the two bodies the same. The strength of the pull is proportional to the current angle between the bodies. |
| Spring Target Angle | N/A | Sets the target angle in degrees. |
| Spring Frequency | N/A | Sets the stiffness of the spring in Hertz (cycles per second). A higher value makes the spring less stiff. The default is 0. |
| Spring Damping | N/A | Sets how quickly the spring stops pulling or pushing. A higher value makes the spring settle more quickly. The default is 0. |
| Enable Motor | N/A | Enables Motor Speed and Max Motor Torque, which make the joint act as a motor to rotate the second body. |
| Motor Speed | N/A | Sets the target rotation, in degrees per second. |
| Max Motor Torque | N/A | Sets the maximum force that the motor applies to reach the target rotation, in newtons. |
| Enable Limit | N/A | Enables Lower Angle Limit and Upper Angle Limit, which limit the angles of the two connected bodies. |
| Lower Angle Limit | N/A | Sets the minimum angle in degrees. The default is 0, which means no limit. |
| Upper Angle Limit | N/A | Sets the maximum angle in degrees. The default is 0, which means no limit. |
| Force Threshold | N/A | Sets the amount of linear force that creates an |
| Torque Threshold | N/A | Sets the amount of rotational force that creates an |
| Tuning Frequency | N/A | Sets the overall stiffness of the joint in Hertz (cycles per second). A higher value makes the joint less stiff. |
| Tuning Damping | N/A | Sets how quickly overall the joint stops pulling or pushing. A higher value makes the joint settle more quickly. |
| Draw Scale | N/A | Scales the joint Unity draws as a debug visualization. For more information, refer to Draw a debug visualization of objects. |
| Collide Connected | N/A | Enables 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 Drawing | N/A | Draws the joint when Unity draws the debug visualization of the world. For more information, refer to Draw a debug visualization of objects. |