Version: 2018.3 (switch to 2019.1)
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TargetJoint2D

class in UnityEngine

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Inherits from:Joint2D

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Implemented in:UnityEngine.Physics2DModule

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Description

The joint attempts to move a Rigidbody2D to a specific target position.

This joint is the only joint that doesn't connect two Rigidbody2D together. Instead, it only operates on the single body it is connected to.

When connected, it will attempt to move the body to a specified target position. When setting a target you can also set the anchor position which is a point relative to the Rigidbody2D where forces will be applied.

The joint moves the body using a configurable spring that has a force limit.

An example usage for this joint might be to enable Collider2D to be dragged, selecting an anchor point and moving the body to the position under the mouse.

Properties

anchorThe local-space anchor on the rigid-body the joint is attached to.
autoConfigureTargetShould the target be calculated automatically?
dampingRatioThe amount by which the target spring force is reduced in proportion to the movement speed.
frequencyThe frequency at which the target spring oscillates around the target position.
maxForceThe maximum force that can be generated when trying to maintain the target joint constraint.
targetThe world-space position that the joint will attempt to move the body to.

Inherited Members

Properties

enabledEnabled Behaviours are Updated, disabled Behaviours are not.
isActiveAndEnabledHas the Behaviour had active and enabled called?
gameObjectThe game object this component is attached to. A component is always attached to a game object.
tagThe tag of this game object.
transformThe Transform attached to this GameObject.
attachedRigidbodyThe Rigidbody2D attached to the Joint2D.
breakForceThe force that needs to be applied for this joint to break.
breakTorqueThe torque that needs to be applied for this joint to break.
connectedBodyThe Rigidbody2D object to which the other end of the joint is attached (ie, the object without the joint component).
enableCollisionShould the two rigid bodies connected with this joint collide with each other?
reactionForceGets the reaction force of the joint.
reactionTorqueGets the reaction torque of the joint.
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public Methods

BroadcastMessageCalls the method named methodName on every MonoBehaviour in this game object or any of its children.
CompareTagIs this game object tagged with tag ?
GetComponentReturns the component of Type type if the game object has one attached, null if it doesn't.
GetComponentInChildrenReturns the component of Type type in the GameObject or any of its children using depth first search.
GetComponentInParentReturns the component of Type type in the GameObject or any of its parents.
GetComponentsReturns all components of Type type in the GameObject.
GetComponentsInChildrenReturns all components of Type type in the GameObject or any of its children.
GetComponentsInParentReturns all components of Type type in the GameObject or any of its parents.
SendMessageCalls the method named methodName on every MonoBehaviour in this game object.
SendMessageUpwardsCalls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
GetReactionForceGets the reaction force of the joint given the specified timeStep.
GetReactionTorqueGets the reaction torque of the joint given the specified timeStep.
GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the GameObject.

Static Methods

DestroyRemoves a gameobject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateClones the object original and returns the clone.

Operators

boolDoes 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.

Messages

OnJointBreak2DCalled when a Joint2D attached to the same game object breaks.

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