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Unity Engine


Friction Joint 2D component reference

Explore the properties of the Friction Joint 2D.
Read time 2 minutesLast updated 22 days ago

The Friction Joint 2D connects GameObjects controlled by Rigidbody 2D physics. The Friction Joint 2D reduces both the linear and angular velocities between the objects to zero (ie, it slows them down).

Properties

Property

Function

Enable CollisionEnable this property to enable collisions between the two connected GameObjects.
Connected Rigid BodySpecify 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.
Max ForceSet the linear (or straight line) movement between joined GameObjects. A high value resists the linear movement between GameObjects.
Max TorqueSet the angular (or rotation) movement between joined GameObjects. A high value resists the rotation movement between GameObjects.
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.