![]() ![]() ![]() You can set the spring’s stiffness and movement:Ī high (1,000,000 is the highest) Frequency = a stiff spring.Ī high (1 is the highest) Damping Ratio = a barely moving spring. It doesn’t apply torque (an angle force). The joint applies a linear force to both rigid bodies. (Connect to a fixed position in the world by setting Connected Rigidbody to None). Those two points can be two Rigidbody2D components or a Rigidbody2D component and a fixed position in the world. This joint behaves like a spring, while keeping a linear distance between two points. 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. Set the force threshold which if exceeded, will cause the joint to perform the selected Break Action. Set the action taken when either the force or torque threshold is exceeded. Note: Setting Frequency to zero will create the stiffest spring type joint possible. In the range 0 to 1,000,000 - the higher the value, the stiffer the spring. 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, the higher the value, the less movement. Set the degree to suppress spring oscillation. A higher damping ratio means the spring will come to rest faster. (Can be set manually.)ĭamping Ratio A joint setting to control spring oscillation. Set the distance that the spring should attempt to maintain between the two objects. You do not need to enter coordinates for the Connected Anchor property if you enable this property.ĭefine where (in terms of x, y-coordinates on the Rigidbody 2D) the end point of the joint connects to the GameObject.ĭefine where (in terms of x, y-coordinates on the Rigidbody 2D) the end point of the joint connects to the other GameObject.Įnable this property to automatically detect the distance between the two GameObjects and set it as the distance that the joint keeps between the two GameObjects. Select the circle icon to the right to view a list of GameObjects to connect to.Įnable this property to automatically set the anchor location for 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. Specify the other object this joint connects to. More info See in GlossaryĮnable this property to enable collisions between the two connected GameObjects. PropertyĮnable Collision A collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has a Rigidbody component and is in motion. The spring will apply a force along its axis between the two GameObjects, attempting to keep them a certain distance apart. More info See in Glossary physics to be attached together as if by a spring. More info See in Glossary controlled by 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 2D component allows two GameObjects The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. ![]() The Spring Joint A physics component allowing a dynamic connection between Rigidbody components, usually allowing some degree of movement such as a hinge. ![]()
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