Joint
Joint is the base class for all joints.
Read time 6 minutesLast updated 3 days ago
Definition
- Type: Class
- Namespace: UnityEngine
- Assembly: UnityEngine.PhysicsModule
- Inherits from: Component
public class Joint : Component
Remarks
Properties
Property | Description |
|---|---|
| anchor | The Position of the anchor around which the joints motion is constrained. |
| autoConfigureConnectedAnchor | Should the |
| axis | The Direction of the axis around which the body is constrained. |
| breakForce | The force that needs to be applied for this joint to break. |
| breakTorque | The torque that needs to be applied for this joint to break. To be able to break, a joint must be Locked or Limited on the axis of rotation where the torque is being applied. This means that some joints cannot break, such as an unconstrained Configurable Joint. |
| connectedAnchor | Position of the anchor relative to the connected Rigidbody. |
| connectedArticulationBody | A reference to an articulation body this joint connects to. |
| connectedBody | A reference to another rigidbody this joint connects to. |
| connectedMassScale | The scale to apply to the inverse mass and inertia tensor of the connected body prior to solving the constraints. |
| currentForce | The force applied by the solver to satisfy all constraints. |
| currentTorque | The torque applied by the solver to satisfy all constraints. |
| enableCollision | Enable collision between bodies connected with the joint. |
| enablePreprocessing | Toggle preprocessing for this joint. |
| massScale | The scale to apply to the inverse mass and inertia tensor of the body prior to solving the constraints. |
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. |