Joint that restricts the motion of a Rigidbody2D object to a single line.
See Also: Rigidbody2D, DistanceJoint2D, HingeJoint2D, SpringJoint2D, JointTranslationLimits2D.
angle | The angle of the line in space (in degrees). |
autoConfigureAngle | Should the angle be calculated automatically? |
jointSpeed | The current joint speed. |
jointTranslation | The current joint translation. |
limits | Restrictions on how far the joint can slide in each direction along the line. |
limitState | Gets the state of the joint limit. |
motor | Parameters for a motor force that is applied automatically to the Rigibody2D along the line. |
referenceAngle | The angle (in degrees) referenced between the two bodies used as the constraint for the joint. |
useLimits | Should motion limits be used? |
useMotor | Should a motor force be applied automatically to the Rigidbody2D? |
GetMotorForce | Gets the motor force of the joint given the specified timestep. |
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. 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. |