Version: 2023.1
언어: 한국어
Distance Joint 2D
Friction Joint 2D

# Fixed Joint 2D

Use the Fixed Joint 2D to connect two GameObjects controlled by Rigidbody 2D physics to keep them in a position relative to each other, so the GameObjects are always offset at a given position and angle. It is a spring-type 2D joint for which you don’t need to set maximum forces. You can set the spring to be rigid or soft.

Refer to Fixed Joint 2D and Relative Joint 2D for the differences between Fixed Joint 2D and Relative Joint 2D.

프로퍼티 기능
Enable Collision Enable this property to enable collisions between the two connected GameObjects.
Connected Rigid Body Specify the other object this joint connects to. Leave this as None to have the other end of the joint fixed at a point in space defined by the Connected Anchor property. Select the circle icon to the right to view a list of GameObjects to connect to.
Auto Configure Connected Anchor Enable this property to automatically set the anchor location for the other object this joint connects to. You do not need to enter coordinates for the Connected Anchor property if you enable this property.
Anchor Define where (in terms of x, y-coordinates on the Rigidbody 2D) the end point of the joint connects to this GameObject.
Connected Anchor Define where (in terms of x, y-coordinates on the Rigidbody 2D) the end point of the joint connects to the other GameObject.
Damping Ratio Set the degree to suppress spring oscillation. In the range 0 to 1, the higher the value, the less movement.
Frequency Set the frequency at which the spring oscillates while the GameObjects are approaching the separation distance you want (measured in cycles per second). In the range 0 to 1,000,000 - the higher the value, the stiffer the spring. Note: Setting Frequency to zero will create the stiffest spring type joint possible.
Break Action Set the action taken when either the force or torque threshold is exceeded.
Break Force Set the force threshold which if exceeded, will cause the joint to perform the selected Break Action. The default value is set to Infinity, which can never be exceeded and therefore the Break Action can never be taken while the threshold remains at this value.
Break Torque Set the torque threshold which if exceeded, will cause the joint to perform the selected Break Action. The default value is set to Infinity, which can never be exceeded and therefore the Break Action can never be taken while the threshold remains at this value.

## Using this joint

The aim of this joint is to maintain a relative linear and angular offset between two points. Those two points can be two Rigidbody 2D components or a Rigidbody 2D component and a fixed position in the world. (Connect to a fixed position in the world by setting Connected Rigidbody to None).

리니어 및 앵글 오프셋은 두 연결 점의 상대적인 포지션과 방향에 기반하므로, 오프셋을 변경하려면 씬 뷰에서 연결된 게임 오브젝트를 움직이면 됩니다.

The joint applies both linear and torque forces to connected Rigidbody 2D GameObjects. It uses a simulated spring that is pre-configured to be as stiff as the simulation can provide. You can change the spring’s value to make it weaker using the Frequency setting.

스프링이 게임 오브젝트 사이에 힘을 가하면 게임 오브젝트 사이의 원하는 거리를 오버슈트하고 반복적으로 리바운드하는 경향이 있기 때문에 지속적인 진동이 발생합니다. 댐핑 비율은 얼마나 빨리 진동이 줄어들고 게임 오브젝트가 멈추는지 결정합니다. 여기서 빈도는 목표 거리의 양쪽 사이에서 얼마나 자주 진동하는지를 나타냅니다. 빈도 값이 높으면 스프링은 더 경직됩니다.

고정 조인트 2D는 다음 두 개의 제약 사항이 동시에 적용됩니다.

• 두 리지드바디 2D 게임 오브젝트에 있는 두 개의 앵커 점 간 리니어 오프셋을 유지해야 합니다.
• 두 리지드바디 2D 게임 오브젝트에 있는 두 개의 앵커 점 간 앵글 오프셋을 유지해야 합니다.

이 조인트는 마치 견고하게 연결된 것처럼 반응해야 하는 물리적인 게임 오브젝트를 구성하는 데 사용할 수 있습니다. 연결된 오브젝트는 서로를 견고하게 고정하는 부분들로 이루어진 다리처럼 서로 멀어지거나 가까워지거나 상대적으로 회전할 수 없습니다.

이 조인트를 사용해서 구부러지는 덜 단단한 연결부를 만들 수도 있습니다(예: 약간 유연한 부속으로 만들어진 다리).

## Comparing Fixed and Relative joints 2D

아래에 설명되어 있는 고정 조인트 2D와 상대 조인트 2D 간의 주요 차이점을 아는 것이 중요합니다.

• Fixed Joint 2D is a spring-type joint. Relative Joint 2D is a motor-type joint with a maximum force and/or torque.
• Fixed Joint 2D uses a spring to maintain the relative linear and angular offsets. Relative Joint 2D uses a motor. You can configure a joint’s spring or motor.
• Fixed Joint 2D works with anchor points (it’s derived from script Anchored Joint 2D); it maintains the relative linear and angular offset between the anchors. Relative Joint 2D doesn’t have anchor points (it’s derived directly from script Joint 2D).
• Fixed Joint 2D cannot modify the relative linear and angular offsets in real time. Relative Joint 2D can.