Character Joints are mainly used for Ragdoll effects.
They are an extended ball-socket joint which allows you to limit the joint on each axis.
| enableProjection | Brings violated constraints back into alignment even when the solver fails. | 
| highTwistLimit | The upper limit around the primary axis of the character joint. | 
| lowTwistLimit | The lower limit around the primary axis of the character joint. | 
| projectionAngle | Set the angular tolerance threshold (in degrees) for projection. | 
| projectionDistance | Set the linear tolerance threshold for projection. | 
| swing1Limit | The angular limit of rotation (in degrees) around the primary axis of the character joint. | 
| swing2Limit | The angular limit of rotation (in degrees) around the primary axis of the character joint. | 
| swingAxis | The secondary axis around which the joint can rotate. | 
| swingLimitSpring | The configuration of the spring attached to the swing limits of the joint. | 
| twistLimitSpring | The configuration of the spring attached to the twist limits of the joint. | 
| 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 | Checks the GameObject's tag against the defined tag. | 
| GetComponent | Gets a reference to a component of type T on the same GameObject as the component specified. | 
| GetComponentInChildren | Gets a reference to a component of type T on the same GameObject as the component specified, or any child of the GameObject. | 
| GetComponentInParent | Gets a reference to a component of type T on the same GameObject as the component specified, or any parent of the GameObject. | 
| GetComponents | Gets references to all components of type T on the same GameObject as the component specified. | 
| GetComponentsInChildren | Gets references to all components of type T on the same GameObject as the component specified, and any child of the GameObject. | 
| GetComponentsInParent | Gets references to all components of type T on the same GameObject as the component specified, and any parent of the GameObject. | 
| 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 | 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. | 
| FindAnyObjectByType | Retrieves any active loaded object of Type type. | 
| FindFirstObjectByType | Retrieves the first active loaded object of Type type. | 
| FindObjectOfType | Returns the first active loaded object of Type type. | 
| FindObjectsByType | Retrieves a list of all loaded objects 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. |