Showing content from https://docs.unity3d.com/Manual/../ScriptReference/ConfigurableJoint.html below:
Unity - Scripting API: ConfigurableJoint
angularXDrive Definition of how the joint's rotation will behave around its local X axis. Only used if Rotation Drive Mode is Swing & Twist. angularXLimitSpring The configuration of the spring attached to the angular X limit of the joint. angularXMotion Allow rotation around the X axis to be Free, completely Locked, or Limited according to Low and High Angular XLimit. angularYLimit Boundary defining rotation restriction, based on delta from original rotation. angularYMotion Allow rotation around the Y axis to be Free, completely Locked, or Limited according to Angular YLimit. angularYZDrive Definition of how the joint's rotation will behave around its local Y and Z axes. Only used if Rotation Drive Mode is Swing & Twist. angularYZLimitSpring The configuration of the spring attached to the angular Y and angular Z limits of the joint. angularZLimit Boundary defining rotation restriction, based on delta from original rotation. angularZMotion Allow rotation around the Z axis to be Free, completely Locked, or Limited according to Angular ZLimit. configuredInWorldSpace If enabled, all Target values will be calculated in world space instead of the object's local space. highAngularXLimit Boundary defining upper rotation restriction, based on delta from original rotation. linearLimit Boundary defining movement restriction, based on distance from the joint's origin. linearLimitSpring The configuration of the spring attached to the linear limit of the joint. lowAngularXLimit Boundary defining lower rotation restriction, based on delta from original rotation. projectionAngle Set the angular tolerance threshold (in degrees) for projection.If the joint deviates by more than this angle around its locked angular degrees of freedom, the solver will move the bodies to close the angle.Setting a very small tolerance may result in simulation jitter or other artifacts.Sometimes it is not possible to project (for example when the joints form a cycle). projectionDistance Set the linear tolerance threshold for projection.If the joint separates by more than this distance along its locked degrees of freedom, the solver will move the bodies to close the distance.Setting a very small tolerance may result in simulation jitter or other artifacts.Sometimes it is not possible to project (for example when the joints form a cycle). projectionMode Brings violated constraints back into alignment even when the solver fails. Projection is not a physical process and does not preserve momentum or respect collision geometry. It is best avoided if practical, but can be useful in improving simulation quality where joint separation results in unacceptable artifacts. rotationDriveMode Control the object's rotation with either X & YZ or Slerp Drive by itself. secondaryAxis The joint's secondary axis. slerpDrive Definition of how the joint's rotation will behave around all local axes. Only used if Rotation Drive Mode is Slerp Only. swapBodies Enable this property to swap the order in which the physics engine processes the Rigidbodies involved in the joint. This results in different joint motion but has no impact on Rigidbodies and anchors. targetAngularVelocity This is a Vector3. It defines the desired angular velocity that the joint should rotate into. targetPosition The desired position that the joint should move into. targetRotation This is a Quaternion. It defines the desired rotation that the joint should rotate into. targetVelocity The desired velocity that the joint should move along. xDrive Definition of how the joint's movement will behave along its local X axis. xMotion Allow movement along the X axis to be Free, completely Locked, or Limited according to Linear Limit. yDrive Definition of how the joint's movement will behave along its local Y axis. yMotion Allow movement along the Y axis to be Free, completely Locked, or Limited according to Linear Limit. zDrive Definition of how the joint's movement will behave along its local Z axis. zMotion Allow movement along the Z axis to be Free, completely Locked, or Limited according to Linear Limit.
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