class in UnityEngine
/
Inherits from:AnchoredJoint2D
/
Implemented in:UnityEngine.Physics2DModule
Joint that attempts to keep two Rigidbody2D objects a set distance apart by applying a force between them.
Note that unlike DistanceJoint2D, the length of the joint can stretch and oscillate.
See Also: DistanceJoint2D, HingeJoint2D, SliderJoint2D.
| autoConfigureDistance | Should the distance be calculated automatically? |
| dampingRatio | The amount by which the spring force is reduced in proportion to the movement speed. |
| distance | The distance the spring will try to keep between the two objects. |
| frequency | The frequency at which the spring oscillates around the distance distance between the objects. |
| anchor | The joint's anchor point on the object that has the joint component. |
| autoConfigureConnectedAnchor | Should the connectedAnchor be calculated automatically? |
| connectedAnchor | The joint's anchor point on the second object (ie, the one which doesn't have the joint component). |
| enabled | Enabled Behaviours are Updated, disabled Behaviours are not. |
| isActiveAndEnabled | Reports whether a GameObject and its associated Behaviour is active and enabled. |
| gameObject | The game object this component is attached to. A component is always attached to a game object. |
| tag | The tag of this game object. |
| transform | The Transform attached to this GameObject. |
| attachedRigidbody | The Rigidbody2D attached to the Joint2D. |
| 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. |
| connectedBody | The Rigidbody2D object to which the other end of the joint is attached (ie, the object without the joint component). |
| enableCollision | Should the two rigid bodies connected with this joint collide with each other? |
| reactionForce | Gets the reaction force of the joint. |
| reactionTorque | Gets the reaction torque of the joint. |
| hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
| name | The name of the object. |
| BroadcastMessage | Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
| CompareTag | Checks the GameObject's tag against the defined tag. |
| GetComponent | Returns the component of type if the GameObject has one attached. |
| GetComponentInChildren | Returns the Component of type in the GameObject or any of its children using depth first search. |
| GetComponentInParent | Returns the Component of type in the GameObject or any of its parents. |
| GetComponents | Returns all components of Type type in the GameObject. |
| GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children using depth first search. Works recursively. |
| GetComponentsInParent | Returns all components of Type type in the GameObject or any of its parents. |
| SendMessage | Calls the method named methodName on every MonoBehaviour in this game object. |
| SendMessageUpwards | Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. |
| TryGetComponent | Gets the component of the specified type, if it exists. |
| GetReactionForce | Gets the reaction force of the joint given the specified timeStep. |
| GetReactionTorque | Gets the reaction torque of the joint given the specified timeStep. |
| GetInstanceID | Gets the instance ID of the object. |
| ToString | Returns the name of the object. |
| Destroy | Removes a GameObject, component or asset. |
| DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
| DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
| FindObjectOfType | Returns the first active loaded object of Type type. |
| FindObjectsOfType | Gets a list of all loaded objects of Type type. |
| Instantiate | Clones the object original and returns the clone. |
| bool | Does the object exist? |
| operator != | Compares if two objects refer to a different object. |
| operator == | Compares two object references to see if they refer to the same object. |
| OnJointBreak2D | Called when a Joint2D attached to the same game object breaks. |