A Joint connects a RigidbodyA component that allows a GameObject to be affected by simulated gravity and other forces. More info
See in Glossary to another Rigidbody, or to a fixed point in space. Joints can apply forces that move rigid bodies, and joint limits can restrict that movement.
You can configure Joints via the Joint
class, or the corresponding 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 component.
Topic | Description |
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Introduction to joints | Overview of the concepts and behaviours of physics joints in Unity. |
Character Joint component reference | Reference for the Character JointAn extended ball-socket joint which allows a joint to be limited on each axis. Mainly used for Ragdoll effects. More info See in Glossary component. |
Fixed Joint component reference | Reference for the Fixed JointA joint type that is completely constrained, allowing two objects to be held together. Implemented as a spring so some motion may still occur. More info See in Glossary component. |
Hinge Joint component reference | Reference for the Hinge JointA joint that groups together two Rigidbody components, 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 so on. More info See in Glossary component. |
Spring Joint component reference | Reference for the Spring JointA joint type that connects two Rigidbody components together but allows the distance between them to change as though they were connected by a spring. More info See in Glossary component. |
Create a configurable joint | Create a configurable custom joint that has fine controls for constricting motion and specifying driving forces. |