The spring joint ties together 2 rigid bodies, spring forces will be automatically applied to keep the object at the given distance.
The Spring attempts to maintain the distance it has when it starts out. So if your joint's start at a rest position where the two rigidbodies are far apart, then the joint will attempt to maintain that distance. The minDistance and maxDistance properties add on top of this implicit distance.
damper | The damper force used to dampen the spring force. |
maxDistance | The maximum distance between the bodies relative to their initial distance. |
minDistance | The minimum distance between the bodies relative to their initial distance. |
spring | The spring force used to keep the two objects together. |
tolerance | The maximum allowed error between the current spring length and the length defined by minDistance and maxDistance. |
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. |
anchor | The Position of the anchor around which the joints motion is constrained. |
autoConfigureConnectedAnchor | Should the connectedAnchor be calculated automatically? |
axis | The Direction of the axis around which the body is constrained. |
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. 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. |
connectedAnchor | Position of the anchor relative to the connected Rigidbody. |
connectedArticulationBody | A reference to an articulation body this joint connects to. |
connectedBody | A reference to another rigidbody this joint connects to. |
connectedMassScale | The scale to apply to the inverse mass and inertia tensor of the connected body prior to solving the constraints. |
currentForce | The force applied by the solver to satisfy all constraints. |
currentTorque | The torque applied by the solver to satisfy all constraints. |
enableCollision | Enable collision between bodies connected with the joint. |
enablePreprocessing | Toggle preprocessing for this joint. |
massScale | The scale to apply to the inverse mass and inertia tensor of the body prior to solving the constraints. |
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 | Is this game object tagged with tag ? |
GetComponent | Returns the component of Type type if the GameObject has one attached, null if it doesn't. Will also return disabled components. |
GetComponentInChildren | Returns the component of Type type in the GameObject or any of its children using depth first search. |
GetComponentInParent | Returns the component of Type 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. 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. |
GetInstanceID | Returns 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. |
OnJointBreak | Called when a joint attached to the same game object broke. |