![]() ![]() The Hinge Joint 2D’s name suggest a door hinge. Specify the the angular (or rotation) level needed to break and therefore delete the joint. Specify the linear (or straight line) force level needed to break and therefore delete the joint. Set the upper end of the rotation arc allowed by the limit. Set the lower end of the rotation arc allowed by the limit. Use these settings to set limits if Use Limits is enabled. Set the maximum torque (or rotation) the motor can apply while attempting to reach the target speed.Ĭheck this box to limit the rotation angle Set the target motor speed, in degrees per second. More info See in Glossaryĭefine where (in terms of x, y co-ordinates on the RigidBody 2D) the end point of the Friction Joint 2D connects to this GameObject.ĭefine where (in terms of x, y co-ordinates on the RigidBody 2D) the end point of the Friction Joint 2D connects to the other GameObject. Anchors are shown as four small triangular handles in the Scene View and anchor information is also shown in the Inspector. If you check this, you don’t need to complete the Connected Anchor fields.Īnchor A UI layout tool that fixes a UI element to a parent element. Select the circle to the right of the field to view a list of GameObjects to connect to.Ĭheck this box to automatically set the anchor location for the other GameObject this Hinge Joint 2D connects to. If you leave this as None, the other end of the Hinge Joint 2D is fixed to a point in space defined by the Connected Anchor setting. More info See in Glossary 2D connects to. It is perfect for doors, but can also be used to model chains, pendulums and so on. Specify the other GameObject this Hinge Joint A joint that groups together two Rigidbody components, constraining them to move like they are connected by a hinge. More info See in Glossary between the two connected GameObjects. Properties Property:Ĭheck the box to enable collisions 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. You can set limits to prevent the hinge from making a full rotation, or make more than a single rotation. The rotation can be left to happen passively (for example, in response to a collision) or can be actively powered by a motor torque provided by the Joint 2D itself. More info See in Glossary 2D physics to be attached to a point in space around which it can rotate. 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. The Hinge Joint_ 2D_ component allows a GameObject The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more.
0 Comments
Leave a Reply. |