class
Joint
public abstract class Joint : Component Properties
| Name | Type | Description |
|---|---|---|
Attachment | AttachmentMode | Are local frames calculated automatically or set manually. See LocalFrame1, LocalFrame2 |
LocalFrame1 | Transform | Only used on joint creation. See LocalFrames |
LocalFrame2 | Transform | Only used on joint creation. See LocalFrames |
AnchorBody | GameObject | The body this joint is anchored to. If this is null then it will use the current GameObject as the anchor. |
Body | GameObject | Game object to find the body to attach this joint to. |
EnableCollision | Boolean | Enable or disable collision between the two bodies. |
StartBroken | Boolean | Is the joint broken on start. |
BreakForce | Single | Strength of the linear constraint. If it takes any more energy than this, it'll break. |
BreakTorque | Single | Strength of the angular constraint. If it takes any more energy than this, it'll break. |
OnBreak | Action | Called when the joint breaks. |
LinearStress | Single | Current linear stress applied to the joint. |
AngularStress | Single | Current angular stress applied to the joint. |
IsBroken | Boolean | Is the joint currently broken and inactive. |
Body1 | PhysicsBody | The source physics body this joint is attached to. |
Object1 | GameObject | The source GameObject we're connected to |
Body2 | PhysicsBody | The target physics body this joint is constraining. |
Object2 | GameObject | The target GameObject we're connected to |
Point1 | PhysicsPoint | A specific point this joint is attached at on Body1 |
Point2 | PhysicsPoint | A specific point this joint is attached at on Body2 |
Methods
Void Break() Void Unbreak()