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Physics Constraint Wheel component reference

Explore the properties you can use to pin two 2D Physics Core objects together, for example a suspension object and a wheel, and rotate the second object with a motor so it moves along the ground.
Read time 3 minutesLast updated 13 days ago

Explore the properties you can use to pin two 2D Physics Core objects together, for example a suspension object and a wheel. For more information, refer to Add a constraint.
Note
This documentation is about using Pose, Area, and Constraint components. To use 2D physics in the Unity Editor using components like the Rigidbody 2D component, refer to 2D physics instead.

Pose

Property

Description

Pose A SourceSets how Unity finds the first object this constraint connects to. The options are:
  • Auto: Searches this GameObject and its parents for a Physics Pose component.
  • Custom: Uses the Physics Pose component you assign to Pose A Target.
Pose A TargetSets the first Physics Pose component this constraint connects to. This property is available only if you set Pose A Source to Custom. Drag a GameObject with a Physics Pose component from the Hierarchy window to this property, or select the picker (⊙).
Pose B TargetSets the second object this constraint connects. Drag a GameObject with a Physics Pose component from the Hierarchy window to this property, or select the picker (⊙).
Refresh PosesRefreshes Pose A Target and Pose B Target and recreates the constraint.

Definition

Property

Description

Definition AssetSets an asset that sets the values of the properties in this section. By default, this property is empty, and Unity stores the values inside the component. To set a definition asset, drag a Physics Constraint Wheel Definition asset from the Project window to this property, or select the picker (⊙). For more information, refer to Share properties across multiple 2D Physics Core components.
Collide ConnectedAllows the shapes on the two connected objects to collide with each other and create collision or trigger events. By default, the constraint prevents this. For more information, refer to Collisions and interactions in 2D Physics Core.

Anchors

Set where each end of the constraint attaches. Local Anchor A attaches to the first object and Local Anchor B attaches to the second object. Each anchor has the following properties.

Property

Description

AutoAutomatically calculates the anchor position and rotation from the positions of the two objects when Unity creates the constraint. As a result, both anchors line up in world space.
PositionSets the position of the anchor, relative to the position of the object it attaches to. This property is available only if you disable Auto.
RotationSets the rotation of the anchor in degrees. This property is available only if you disable Auto.

Spring

Property

Description

Enable SpringAdds a suspension spring along the constraint's slide axis.
Spring FrequencySets the stiffness of the spring. A higher value makes the spring less stiff. The default is 0.
Spring DampingSets how quickly the spring stops pulling or pushing. A higher value makes the spring settle more quickly. The default is 0.

Motor

Property

Description

Enable MotorMakes the constraint act as a motor to rotate the second object.
Motor SpeedSets the target rotation speed of the second object, in degrees per second.
Max Motor TorqueSets the maximum force that the motor applies to reach the target rotation speed, in newtons.

Limit

Property

Description

Enable LimitRestricts the position of the objects.
Lower Translation LimitSets the minimum position in meters.
Upper Translation LimitSets the maximum position in meters.

Thresholds

Property

Description

Force ThresholdSets the amount of linear force that creates an
OnJointThreshold2D
event.
Torque ThresholdSets the amount of rotational force that creates an
OnJointThreshold2D
event.

Tuning

Property

Description

Tuning FrequencySets the overall stiffness of the constraint in Hertz (cycles per second). A higher value makes the constraint less stiff.
Tuning DampingSets how quickly overall the constraint stops pulling or pushing. A higher value makes the constraint settle more quickly.

Drawing

Property

Description

Draw ScaleScales the constraint Unity draws as a debug visualization. For more information, refer to Visualize and edit 2D Physics Core scenes.
World DrawingDraws the constraint when Unity draws the debug visualization of the world. For more information, refer to Visualize and edit 2D Physics Core scenes.

Callbacks

Property

Description

Callback SourceSets the callback method the constraint calls when the force or torque exceeds Force Threshold or Torque Threshold. The options are:
Callback TargetSets the object that receives physics callbacks. This property is available only if you set Callback Source to Constraint or Joints.

Event settings

The properties in this section set the specific method this constraint calls or the parameter it sets, and control the behavior of the
On Joint Threshold (JointThresholdEvent)
method of the component. This section is available only if you set Callback Source to Events.

Property

Description

ActivationSets when the constraint activates the callback method or sets the parameter. The options are:
  • Off: Doesn't activate the callback method or set the parameter.
  • Editor and Runtime: Activates the callback method or sets the parameter in the Unity Editor and at runtime.
  • Runtime Only: Activates the callback method or sets the parameter only at runtime.
ObjectSets the object with the method to call or parameter to update. Drag any object from the Hierarchy or Project windows to this property, or select the picker (⊙).
FunctionsSets the parameter to update or the method to call. Select a parameter or method from the Object, its components, or its script methods. You can set the parameter value to update to, or the method parameters to use.
Add (+)Adds a new callback method to the list.
Remove (-)Removes the selected callback method from the list.

User Data

Use the properties in this section to add your own data to the component, and read it using the
U2D.Physics
API. For more information, refer to Add custom data to a 2D Physics Core object.

Property

Description

ObjectSets a custom object. Drag any object from the Hierarchy or Project windows to this property, or select the picker (⊙).
Physics MaskSets a custom set of enabled and disabled layers. For more information, refer to Configure collisions between 2D Physics Core objects.
FloatSets a custom floating-point number.
IntSets a custom integer.
Int 64Sets a custom 64-bit integer.
Vector 3 IntSets a custom 3D vector of integers.
BoolSets a custom Boolean value.

Info

This section displays information about the constraint. You can't directly edit the properties in this section.

Handle

Property

Description

ValidThe state of the object. True means the object is in the simulation.
WorldThe index number of the world the object belongs to. The default is 0, which is the default world.
IndexThe index number of the object in the world.
GenerationThe number of times Unity has used the same Index for different objects.

Callbacks

This section is visible only if you set Callback Source to a value other than Off.

Property

Description

Joint ThresholdHow many times a joint callback was dispatched to a valid receiver.

Other properties

Property

Description

Constraint ForceThe current force the constraint applies, as a vector in newtons.
Constraint TorqueThe current torque the constraint applies, in newton-meters.

Additional resources