Version: 2019.4
Physic Material component reference
Introduction to joints

Joints

A Joint connects a RigidbodyA component that allows a GameObject to be affected by simulated gravity and other forces. More info
See in Glossary
to another Rigidbody, or to a fixed point in space. Joints can apply forces that move rigid bodies, and joint limits can restrict that movement.

You can configure Joints via the Joint class, or the corresponding JointA physics component allowing a dynamic connection between Rigidbody components, usually allowing some degree of movement such as a hinge. More info
See in Glossary
component.

Topic Description
Introduction to joints Overview of the concepts and behaviours of physics joints in Unity.
Character Joint component reference Reference for the Character JointAn extended ball-socket joint which allows a joint to be limited on each axis. Mainly used for Ragdoll effects. More info
See in Glossary
component.
Fixed Joint component reference Reference for the Fixed JointA joint type that is completely constrained, allowing two objects to be held together. Implemented as a spring so some motion may still occur. More info
See in Glossary
component.
Hinge Joint component reference Reference for the Hinge JointA joint that groups together two Rigidbody components, constraining them to move like they are connected by a hinge. It is perfect for doors, but can also be used to model chains, pendulums and so on. More info
See in Glossary
component.
Spring Joint component reference Reference for the Spring JointA joint type that connects two Rigidbody components together but allows the distance between them to change as though they were connected by a spring. More info
See in Glossary
component.
Physic Material component reference
Introduction to joints
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961