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RelativeJoint2D

class in UnityEngine

/

Inherits from:Joint2D

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Description

Keeps two Rigidbody2D at their relative orientations.

Two Rigidbody2D connected together with this joint will have forces applied to them to keep them both at their relative linear and angular offsets. If the joint is not connected to another Rigidbody2D then the body with the joint will stay at its current linear and angular offset in world-space i.e. it will be anchored to the implicit static ground-body.

You control the maximum linear force applied to maintain the linearOffset by using maxForce.

You control the maximum torque applied to maintain the angularOffset by using maxTorque

See Also: linearOffset, angularOffset, maxForce, maxTorque.

Variables

angularOffsetThe current angular offset between the Rigidbody2D that the joint connects.
autoConfigureOffsetShould both the linearOffset and angularOffset be calculated automatically?
correctionScaleScales both the linear and angular forces used to correct the required relative orientation.
linearOffsetThe current linear offset between the Rigidbody2D that the joint connects.
maxForceThe maximum force that can be generated when trying to maintain the relative joint constraint.
maxTorqueThe maximum torque that can be generated when trying to maintain the relative joint constraint.
targetThe world-space position that is currently trying to be maintained.

Inherited members

Variables

enabledEnabled Behaviours are Updated, disabled Behaviours are not.
isActiveAndEnabledHas the Behaviour had enabled called.
gameObjectThe game object this component is attached to. A component is always attached to a game object.
tagThe tag of this game object.
transformThe Transform attached to this GameObject.
breakForceThe force that needs to be applied for this joint to break.
breakTorqueThe torque that needs to be applied for this joint to break.
connectedBodyThe Rigidbody2D object to which the other end of the joint is attached (ie, the object without the joint component).
enableCollisionShould the two rigid bodies connected with this joint collide with each other?
reactionForceGets the reaction force of the joint.
reactionTorqueGets the reaction torque of the joint.
hideFlagsShould the object be hidden, saved with the scene or modifiable by the user?
nameThe name of the object.

Public Functions

BroadcastMessageCalls the method named methodName on every MonoBehaviour in this game object or any of its children.
CompareTagIs this game object tagged with tag ?
GetComponentReturns the component of Type type if the game object has one attached, null if it doesn't.
GetComponentInChildrenReturns the component of Type type in the GameObject or any of its children using depth first search.
GetComponentInParentReturns the component of Type type in the GameObject or any of its parents.
GetComponentsReturns all components of Type type in the GameObject.
GetComponentsInChildrenReturns all components of Type type in the GameObject or any of its children.
GetComponentsInParentReturns all components of Type type in the GameObject or any of its parents.
SendMessageCalls the method named methodName on every MonoBehaviour in this game object.
SendMessageUpwardsCalls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
GetReactionForceGets the reaction force of the joint given the specified timeStep.
GetReactionTorqueGets the reaction torque of the joint given the specified timeStep.
GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the game object.

Static Functions

DestroyRemoves a gameobject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadMakes the object target not be destroyed automatically when loading a new scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateClones the object original and returns the clone.

Operators

boolDoes 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.

Messages

OnJointBreak2DCalled when a Joint2D attached to the same game object breaks.