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Abstract Class: Joint2DComponent ​

2D joints (Unity's Joint2D family). A joint sits on an entity with a Rigidbody2D and ties it to connectedBody — another Rigidbody2D, or the world when empty. Anchors are in each entity's local pixels. With autoConfigureConnectedAnchor the connected anchor is placed where this anchor is when the joint is created (and written back), so the bodies start where they are.

A joint with breakForce / breakTorque set breaks when its reaction exceeds them: it's disabled and the entity gets OnJointBreak2D. Physics2DSystem owns dirty: motor, limit and spring changes apply in place; anchor or body changes recreate the joint.

Extends ​

Extended by ​

Constructors ​

Constructor ​

ts
new Joint2DComponent(): Joint2DComponent;

Returns ​

Joint2DComponent

Inherited from ​

Component.constructor

Properties ​

PropertyModifierTypeDefault valueInherited from
anchorXpublicnumberundefined-
anchorYpublicnumberundefined-
autoConfigureConnectedAnchorpublicbooleanundefined-
breakForcepublicnumberundefined-
breakTorquepublicnumberundefined-
connectedAnchorXpublicnumberundefined-
connectedAnchorYpublicnumberundefined-
connectedBodypublicRigidbody2DComponent | nullundefined-
dirtypublicbooleantrueComponent.dirty
enableCollisionpublicbooleanundefined-
enabledpublicbooleantrueComponent.enabled

Accessors ​

isSimulated ​

Get Signature ​

ts
get isSimulated(): boolean;
Returns ​

boolean


reactionForce ​

Get Signature ​

ts
get reactionForce(): PhysicsVec2;

What the joint pulls on its body with (px units), last step.

Returns ​

PhysicsVec2


reactionTorque ​

Get Signature ​

ts
get reactionTorque(): number;
Returns ​

number

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