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Showing content from https://docs.unity3d.com/Manual/../ScriptReference/CharacterJoint.html below:

Unity - Scripting API: CharacterJoint

CharacterJoint

class in UnityEngine

/

Inherits from:Joint

/

Implemented in:UnityEngine.PhysicsModule

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Switch to Manual Description

Character Joints are mainly used for Ragdoll effects.

They are an extended ball-socket joint which allows you to limit the joint on each axis.

Properties Property Description enableProjection Brings violated constraints back into alignment even when the solver fails. highTwistLimit The upper limit around the primary axis of the character joint. lowTwistLimit The lower limit around the primary axis of the character joint. projectionAngle Set the angular tolerance threshold (in degrees) for projection. projectionDistance Set the linear tolerance threshold for projection. swing1Limit The angular limit of rotation (in degrees) around the primary axis of the character joint. swing2Limit The angular limit of rotation (in degrees) around the primary axis of the character joint. swingAxis The secondary axis around which the joint can rotate. swingLimitSpring The configuration of the spring attached to the swing limits of the joint. twistLimitSpring The configuration of the spring attached to the twist limits of the joint. Inherited Members Properties Property Description gameObject The game object this component is attached to. A component is always attached to a game object. tag The tag of this game object. transform The Transform attached to this GameObject. anchor The Position of the anchor around which the joints motion is constrained. autoConfigureConnectedAnchor Should the connectedAnchor be calculated automatically? axis The Direction of the axis around which the body is constrained. breakForce The force that needs to be applied for this joint to break. breakTorque The torque that needs to be applied for this joint to break. To be able to break, a joint must be _Locked_ or _Limited_ on the axis of rotation where the torque is being applied. This means that some joints cannot break, such as an unconstrained Configurable Joint. connectedAnchor Position of the anchor relative to the connected Rigidbody. connectedArticulationBody A reference to an articulation body this joint connects to. connectedBody A reference to another rigidbody this joint connects to. connectedMassScale The scale to apply to the inverse mass and inertia tensor of the connected body prior to solving the constraints. currentForce The force applied by the solver to satisfy all constraints. currentTorque The torque applied by the solver to satisfy all constraints. enableCollision Enable collision between bodies connected with the joint. enablePreprocessing Toggle preprocessing for this joint. massScale The scale to apply to the inverse mass and inertia tensor of the body prior to solving the constraints. hideFlags Should the object be hidden, saved with the Scene or modifiable by the user? name The name of the object. Public Methods Method Description BroadcastMessage Calls the method named methodName on every MonoBehaviour in this game object or any of its children. CompareTag Checks the GameObject's tag against the defined tag. GetComponent Gets a reference to a component of type T on the same GameObject as the component specified. GetComponentInChildren Gets a reference to a component of type T on the same GameObject as the component specified, or any child of the GameObject. GetComponentIndex Gets the index of the component on its parent GameObject. GetComponentInParent Gets a reference to a component of type T on the same GameObject as the component specified, or any parent of the GameObject. GetComponents Gets references to all components of type T on the same GameObject as the component specified. GetComponentsInChildren Gets references to all components of type T on the same GameObject as the component specified, and any child of the GameObject. GetComponentsInParent Gets references to all components of type T on the same GameObject as the component specified, and any parent of the GameObject. SendMessage Calls the method named methodName on every MonoBehaviour in this game object. SendMessageUpwards Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. TryGetComponent Gets the component of the specified type, if it exists. GetInstanceID Gets the instance ID of the object. ToString Returns the name of the object. Static Methods Method Description Destroy Removes a GameObject, component or asset. DestroyImmediate Destroys the object obj immediately. You are strongly recommended to use Destroy instead. DontDestroyOnLoad Do not destroy the target Object when loading a new Scene. FindAnyObjectByType Retrieves any active loaded object of Type type. FindFirstObjectByType Retrieves the first active loaded object of Type type. FindObjectsByType Retrieves a list of all loaded objects of Type type. Instantiate Clones the object original and returns the clone. InstantiateAsync Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. Operators Operator Description bool Does 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 Message Description OnJointBreak Called when a joint attached to the same game object broke.

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