The Hinge JointA physics component allowing a dynamic connection between Rigidbody components, usually allowing some degree of movement such as a hinge. More info
See in Glossary groups together two RigidbodiesA component that allows a GameObject to be affected by simulated gravity and other forces. More info
See in Glossary, constraining them to move like they are connected by a hinge. It is perfect for doors, but can also be used to model chains, pendulums, and other objects that have a similar hinge-like motion.
A single Hinge Joint should be applied to a GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary. The hinge rotates at the point specified by the Anchor property, moving around the specified Axis property.
The Hinge Joint has Spring, Motor, and Limits properties, which allow you to fine-tune the joint’s behaviors.
Property: | Function: | |
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Edit Angular Limits | Adds a visual gizmoA graphic overlay associated with a GameObject in a Scene, and displayed in the Scene View. Built-in scene tools such as the move tool are Gizmos, and you can create custom Gizmos using textures or scripting. Some Gizmos are only drawn when the GameObject is selected, while other Gizmos are drawn by the Editor regardless of which GameObjects are selected. More info See in Glossary to the SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info See in Glossary view that helps you edit joint angular limits. To use this gizmo, set the Angular X, Y, Z Motion to Limited and then handles appear for you to drag and adjust the joint’s rotational space. |
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Connected Body | Optional reference to the Rigidbody that the joint is dependent upon. If you do not assign a Connected Body or Connected Articulation Body, the joint connects to the world. You can use connected bodies to string multiple Hinge Joints together to create a chain. Add a joint to each link in the chain, and attach the next link as the Connected Body. |
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Connected Articulation Body | Optional reference to the ArticulationBody that the joint is dependent upon. If not set, the joint connects to the world. | |
Anchor | The position of the axis around which the body swings. The position is defined in local space. For example, for a normal door hinge, the Anchor is at the intersection between the door and the wall. For a door that is connected to the normal door, like a cat flap or a pet door, the normal door should be assigned as the pet door’s Connected Body, so that the pet door’s hinge is connected to the main door’s Rigidbody, rather than to a fixed point in world space. | |
Axis | The direction of the axis around which the body swings. The direction is defined in local space. For example, for a door that opens at the side, like a normal door hinge, the Axis is up, positive along the Y axis. For a door that opens from the bottom or top, like a cat flap or a pet door, the Axis is sideways, positive along the relative X axis. | |
Auto Configure Connected Anchor | If this is enabled, Unity calculates the Connected Anchor position automatically to match the global position of the anchor property. This is the default behavior. If this is disabled, you can configure the position of the connected anchor manually. | |
Connected Anchor | Manual configuration of the connected anchor position. | |
Use Spring | Spring makes the Rigidbody reach for a specific angle compared to its connected body. Spring and Motor are intended to be mutually exclusive. Using both at the same time leads to unpredictable results. |
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Spring | Properties of the Spring that are used if Use Spring is enabled. | |
Spring | The force the object asserts to move into the position. | |
Damper | The higher this value, the more the object slows down. | |
Target PositionA joint property to set the target position that the joint’s drive force should move it to. More info See in Glossary |
Target angle of the spring. The spring pulls towards this angle measured in degrees. | |
Use Motor | The motor makes the object spin around. Spring and Motor are intended to be mutually exclusive. Using both at the same time leads to unpredictable results. |
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Motor | Properties of the Motor that are used if Use Motor is enabled. | |
Target VelocityA joint property to set the desired velocity with which the joint should move to the Target Position under the drive force. More info See in Glossary |
The speed the object tries to attain. | |
Force | The force applied in order to attain the speed. | |
Free Spin | If enabled, the motor never decreases the rate of acceleration. | |
Use Limits | If enabled, the angle of the hinge is restricted within the Min & Max values. | |
Limits | Properties of the Limits that are used if Use Limits is enabled. | |
Min | The lowest angle the rotation can go. | |
Max | The highest angle the rotation can go. | |
Bounciness | How much the object bounces when it hits the minimum or maximum stop limit. | |
Contact DistanceA joint limit property that sets the minimum distance tolerance between the joint position and the limit at which the limit will be enforced. More info See in Glossary |
Within the contact distance from the limit contacts persist in order to avoid jitter. | |
Break Force | The force that needs to be applied for this joint to break. | |
Break Torque | The torque that needs to be applied for this joint to break. | |
Enable CollisionA 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. More info See in Glossary |
When checked, this enables collisions between bodies connected with a joint. | |
Enable Preprocessing | Disabling preprocessing helps to stabilize impossible-to-fulfil configurations. | |
Mass Scale | The scale to apply to the inverted mass and inertia tensor of the Rigidbody, ranging from 0.00001 to infinity. This is useful when the joint connects two Rigidbodies of largely varying mass. The physics solver produces better results when the connected Rigidbodies have a similar mass. When your connected Rigidbodies vary in mass, use this property with the Connect Mass Scale property to apply fake masses to make them roughly equal to each other. This produces a high-quality and stable simulation, but reduces the physical behaviour of the Rigidbodies. | |
Connected Mass Scale | The scale to apply to the inverted mass and inertia tensor of the connected Rigidbody, ranging from 0.00001 to infinity. |
HingeJoint