class in UnityEngine
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The HingeJoint groups together 2 rigid bodies, constraining them to move like connected by a hinge.
This joint is great for, well, doors, but can also be used to model chains, etc...
The HingeJoint has a motor which can be used to make the hinge spin around the joints axis. A spring which attempts to reach for a target angle by spinning around the joints axis. And a limit which constrains the joint angle.
|The current angle in degrees of the joint relative to its rest position. (Read Only)
|If enabled, the angle of the hinge is extended to [-360, 360] degrees.
|Limit of angular rotation (in degrees) on the hinge joint.
|The motor will apply a force up to a maximum force to achieve the target velocity in degrees per second.
|The spring attempts to reach a target angle by adding spring and damping forces.
|Defines whether the HingeJoint.spring outputs accelerations instead of forces.
|Enables the joint's limits. Disabled by default.
|Enables the joint's motor. Disabled by default.
|Enables the joint's spring. Disabled by default.
|The angular velocity of the joint in degrees per second. (Read Only)
|The game object this component is attached to. A component is always attached to a game object.
|The tag of this game object.
|The Transform attached to this GameObject.
|The Position of the anchor around which the joints motion is constrained.
|Should the connectedAnchor be calculated automatically?
|The Direction of the axis around which the body is constrained.
|The force that needs to be applied for this joint to break.
|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.
|Position of the anchor relative to the connected Rigidbody.
|A reference to an articulation body this joint connects to.
|A reference to another rigidbody this joint connects to.
|The scale to apply to the inverse mass and inertia tensor of the connected body prior to solving the constraints.
|The force applied by the solver to satisfy all constraints.
|The torque applied by the solver to satisfy all constraints.
|Enable collision between bodies connected with the joint.
|Toggle preprocessing for this joint.
|The scale to apply to the inverse mass and inertia tensor of the body prior to solving the constraints.
|Should the object be hidden, saved with the Scene or modifiable by the user?
|The name of the object.
|Calls the method named methodName on every MonoBehaviour in this game object or any of its children.
|Checks the GameObject's tag against the defined tag.
|Gets a reference to a component of type T on the same GameObject as the component specified.
|Gets a reference to a component of type T on the same GameObject as the component specified, or any child of the GameObject.
|Gets the index of the component on its parent GameObject.
|Gets a reference to a component of type T on the same GameObject as the component specified, or any parent of the GameObject.
|Gets references to all components of type T on the same GameObject as the component specified.
|Gets references to all components of type T on the same GameObject as the component specified, and any child of the GameObject.
|Gets references to all components of type T on the same GameObject as the component specified, and any parent of the GameObject.
|Calls the method named methodName on every MonoBehaviour in this game object.
|Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
|Gets the component of the specified type, if it exists.
|Gets the instance ID of the object.
|Returns the name of the object.
|Removes a GameObject, component or asset.
|Destroys the object obj immediately. You are strongly recommended to use Destroy instead.
|Do not destroy the target Object when loading a new Scene.
|Retrieves any active loaded object of Type type.
|Retrieves the first active loaded object of Type type.
|Returns the first active loaded object of Type type.
|Retrieves a list of all loaded objects of Type type.
|Gets a list of all loaded objects of Type type.
|Clones the object original and returns the clone.
|Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation.
|Does the object exist?
|Compares if two objects refer to a different object.
|Compares two object references to see if they refer to the same object.
|Called when a joint attached to the same game object broke.