ConnectedBody get set
Set joint to a rigidbody. If not set, the joint connects to the world.
Axis get set
The direction of the axis around which the body swings. The direction is defined in local space.
Anchor get set
The position of the axis around which the body swings. The position is defined in local space.
ConnectedAnchor get set
Manual configuration of the connected anchor position.
bool AutoConfigureConnectedAnchor get set
If this is enabled, then the Connected Anchor position will be calculated automatically to match the global position of the anchor property. This is the default behavior. If this is disabled, you can configure the position of the connected anchor manually.
float BreakForce get set
Apply the force to break the joint.
float BreakTorque get set
Apply the torque to break the joint.
bool EnableCollision get set
When checked, this enables collisions between bodies connected with a joint.
bool EnablePreprocessing get set
Disabling preprocessing helps to stabilize impossible-to-fulfil configurations.
CurrentForce get
The force applied by the solver to satisfy all constraints.
CurrentTorque get
The torque applied by the solver to satisfy all constraints.
float MassScale get set
The scale to apply to the inverse mass and inertia tensor of the body
float ConnectedMassScale get set
The scale to apply to the inverse mass and inertia tensor of the connected body
Motor get set
The motor makes the object spin around.
Limits get set
The motor makes the object spin around.
Spring get set
The motor makes the object spin around.
bool UseMotor get set
The motor makes the object spin around.
bool UseLimits get set
If enabled, the angle of the hinge will be restricted within the Min & Max values.
bool UseSpring get set
Spring makes the Rigidbody reach for a specific angle compared to its connected body.
float Velocity get
The angular velocity of the joint in degrees per second.
float Angle get
The current angle in degrees of the joint relative to its rest position.
GameObject get
Property Description
float get set
SJointMotor get set
SJointLimits get set
SJointSpring get set
bool get set
bool get set
bool get set
float get
float get
SGameObject get
SRigidbody ConnectedBody get set
SVector Axis get set
SVector Anchor get set
SVector ConnectedAnchor get set
bool AutoConfigureConnectedAnchor get set
float BreakForce get set
float BreakTorque get set
bool EnableCollision get set
bool EnablePreprocessing get set
SVector CurrentForce get
SVector CurrentTorque get
float get set
connectedRigidBody = Space.Host.ExecutingObject.HingeJoint.ConnectedBodySpace.Host.ExecutingObject.HingeJoint.Axis = Vector.New(0,1,0)Space.Host.ExecutingObject.HingeJoint.Anchor = Vector.New(0, 0.5 , 0)Space.Host.ExecutingObject.HingeJoint.ConnectedAnchor = Vector.New(1,1,1)Space.Host.ExecutingObject.HingeJoint.AutoConfigureConnectedAnchor = falseSpace.Host.ExecutingObject.HingeJoint.BreakForce = 20Space.Host.ExecutingObject.HingeJoint.BreakTorque = 1Space.Host.ExecutingObject.HingeJoint.EnableCollision = trueSpace.Host.ExecutingObject.HingeJoint.EnablePreprocessing = truevectorForce = Space.Host.ExecutingObject.HingeJoint.CurrentForcevectorTorque = Space.Host.ExecutingObject.HingeJoint.CurrentTorqueSpace.Host.ExecutingObject.HingeJoint.MassScale = 2Space.Host.ExecutingObject.HingeJoint.ConnectedMassScale = 2jointMotor = Space.Host.ExecutingObject.HingeJoint.Motor jointLimits = Space.Host.ExecutingObject.HingeJoint.LimitsjointSpring = Space.Host.ExecutingObject.HingeJoint.SpringSpace.Host.ExecutingObject.HingeJoint.UseMotor = trueSpace.Host.ExecutingObject.HingeJoint.UseLimits = trueSpace.Host.ExecutingObject.HingeJoint.UseSpring = truefloatVelocity = Space.Host.ExecutingObject.HingeJoint.VelocityfloatAngle = Space.Host.ExecutingObject.HingeJoint.AngletheGameObject = Space.Host.ExecutingObject.HingeJoint.GameObject