![]() Target Joint 2D - connects to a specified target, rather than another rigid body object, as other joints do. ![]() Spring Joint 2D - allows two game objects controlled by rigidbody physics to be attached together as if by a spring. Slider Joint 2D - allows a game object controlled by rigidbody physics to slide along a line in space, like sliding doors, for example. For example a space-shooter game where the player has extra gun batteries that follow them. Use this joint to keep two objects offset from each other. Use this joint to keep two objects offset from each other, at a position and angle you decide More info See in Glossary - allows two game objects controlled by rigidbody physics to maintain a position based on each other’s location. Relative Joint 2D A 2D joint that allows two game objects controlled by Rigidbody physics to maintain in a position based on each other’s location. For example the pivot on a pair of scissors. Hinge Joint 2D- allows a game object controlled by rigidbody physics to be attached to a point in space around which it can rotate. For example a platform that rotates but resists that movement. You can also use this joint to create a less rigid connection that flexes.įriction Joint 2D - reduces both the linear and angular velocities between two game objects controlled by rigidbody physics to zero (ie: it slows them down and stops them). ![]() For example, objects that need to react as if they are rigidly connected: They can’t move away from each other, they can’t move closer together, and they can’t rotate with respect to each other. More info See in Glossary - keeps two objects in a position relative to each other, so the objects are always offset at a given position and angle. Implemented as a spring so some small motion may still occur. See each joint reference page for detailed information about their properties:ĭistance Joint 2D - attaches two game objects controlled by rigidbody physics together and keeps them a certain distance apart.įixed Joint 2D A 2D joint type which is completely constrained, allowing two objects to be held together. (See Details and Hints, below, for useful background information on all 2D joints.) 2D joints work with game objects in 2D and 3D joints work with game objects in 3D. A joint named without a ‘2D’ ending is a 3D joint. More info See in Glossary 2D component attached, or to a fixed position in world space.ĢD joints all have names ending ‘2D’. You can only attach 2D joints to GameObjects which have a Rigidbody A component that allows a GameObject to be affected by simulated gravity and other forces. A GameObject’s functionality is defined by the Components attached to it. ![]() More info See in Glossary attach GameObjects The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. As the name implies, joints A physics component allowing a dynamic connection between Rigidbody components, usually allowing some degree of movement such as a hinge. ![]()
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