FrictionJoint2D
Applies both force and torque to reduce both the linear and angular velocities to zero.
Read time 7 minutesLast updated 2 days ago
Definition
- Type: Class
- Namespace: UnityEngine
- Assembly: UnityEngine.Physics2DModule
- Inherits from: AnchoredJoint2D
public sealed class FrictionJoint2D : AnchoredJoint2D
Remarks
The joint constantly tries to reduce both the ::Rigidbody2D::velocity and ::Rigidbody2D::angularVelocity to zero. Unlike contact friction which requires two colliders to be in contact, force and torque here are applied continuously.
You can control both the maximum force using _maxForce and maximum torque using _maxTorque. Because you can use very high force or torque limits, you can essentially reduce an objects movement to almost zero.
A typical usage for this joint might be to simulate top-down surface friction or to simulate stiff rotation of an object.
Properties
Property | Description |
|---|---|
| maxForce | The maximum force that can be generated when trying to maintain the friction joint constraint. |
| maxTorque | The maximum torque that can be generated when trying to maintain the friction joint constraint. |
Inheritance
Operators
Operator | Description |
|---|---|
| operator == | Compares two object references to see if they refer to the same object. |
| bool | Determines whether the object exists. |
| operator != | Compares if two objects refer to a different object. |