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HingeJoint2D ​

Physics 2DScripts: HingeJoint2DComponentFeature: 2D Physics (≈45 KB)

Optional feature

HingeJoint2D is part of 2D Physics. A build includes it only when a scene, prefab or script uses it — see Feature cropping.

From a script ​

ts
import { HingeJoint2DComponent } from "mmpx";

const hingeJoint2D = this.entity.TryGetComponent(HingeJoint2DComponent);

Full API: HingeJoint2DComponent.

Fields ​

FieldTypeDefaultDescription
Connected Body
connectedBody
Rigidbody2D—The other Rigidbody2D — empty ties it to the world
Enable Collision
enableCollision
booleanfalseWhether the two connected bodies still collide with each other
Anchor X
anchorX
number0
Anchor Y
anchorY
number0
Auto Connected Anchor
autoConfigureConnectedAnchor
booleantruePuts the connected anchor where this anchor is when the joint is created
Connected Anchor X
connectedAnchorX
number0
Connected Anchor Y
connectedAnchorY
number0
Use Motor
useMotor
booleanfalse
Use Limits
useLimits
booleanfalse

Breaking ​

FieldTypeDefaultDescription
Break Force
breakForce
number (0 … ∞)0Breaks when pulled harder than this (kg·px/s²) — 0 = never
Break Torque
breakTorque
number (0 … ∞)0Breaks when twisted harder than this (kg·px²/s²) — 0 = never

Motor ​

FieldTypeDefaultDescription
Speed
motorSpeed
number (°)0°Counter-clockwise
Max Torque
maxMotorTorque
number (0 … ∞)1000000kg·px²/s²

Limits ​

FieldTypeDefaultDescription
Lower Angle
lowerAngle
number (°)0°
Upper Angle
upperAngle
number (°)0°

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