ConfigurableJoint Manual     Reference     Scripting
 Scripting > Runtime Classes > ConfigurableJoint Switch to Component
ConfigurableJoint Class, inherits from Joint

The configurable joint is an extremely flexible joint giving you complete control over rotation and linear motion.

You can build all other joints with it and much more but it is also more complicated to setup. It gives you control over motors, drives and joint limits for each rotation axis and and linear degree of freedom.

Variables
 xMotion Allow movement along the X axis to be Free, completely Locked, or Limited according to Linear Limit yMotion Allow movement along the Y axis to be Free, completely Locked, or Limited according to Linear Limit zMotion Allow movement along the Z axis to be Free, completely Locked, or Limited according to Linear Limit angularXMotion Allow rotation around the X axis to be Free, completely Locked, or Limited according to Low and High Angular XLimit angularYMotion Allow rotation around the Y axis to be Free, completely Locked, or Limited according to Angular YLimit angularZMotion Allow rotation around the Z axis to be Free, completely Locked, or Limited according to Angular ZLimit linearLimit Boundary defining movement restriction, based on distance from the joint's origin lowAngularXLimit Boundary defining lower rotation restriction, based on delta from original rotation highAngularXLimit Boundary defining upper rotation restriction, based on delta from original rotation. angularYLimit Boundary defining rotation restriction, based on delta from original rotation angularZLimit Boundary defining rotation restriction, based on delta from original rotation targetPosition The desired position that the joint should move 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 yDrive Definition of how the joint's movement will behave along its local Y axis zDrive Definition of how the joint's movement will behave along its local Z axis targetRotation This is a Quaternion. It defines the desired rotation that the joint should rotate into. targetAngularVelocity This is a Vector3. It defines the desired angular velocity that the joint should rotate into. rotationDriveMode Control the object's rotation with either X & YZ or Slerp Drive by itself angularXDrive Definition of how the joint's rotation will behave around its local X axis. Only used if Rotation Drive Mode is Swing & Twist 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 slerpDrive Definition of how the joint's rotation will behave around all local axes. Only used if Rotation Drive Mode is Slerp Only projectionMode Properties to track to snap the object back to its constrained position when it drifts off too much projectionDistance Distance from the Connected Body that must be exceeded before the object snaps back to an acceptable position projectionAngle Difference in angle from the Connected Body that must be exceeded before the object snaps back to an acceptable position configuredInWorldSpace If enabled, all Target values will be calculated in world space instead of the object's local space
Inherited members
Inherited Variables
 connectedBody A reference to another rigidbody this joint connects to. axis The Direction of the axis around which the body is constrained. anchor The Position of the anchor around which the joints motion 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. transform The Transform attached to this GameObject (null if there is none attached). rigidbody The Rigidbody attached to this GameObject (null if there is none attached). camera The Camera attached to this GameObject (null if there is none attached). light The Light attached to this GameObject (null if there is none attached). animation The Animation attached to this GameObject (null if there is none attached). constantForce The ConstantForce attached to this GameObject (null if there is none attached). renderer The Renderer attached to this GameObject (null if there is none attached). audio The AudioSource attached to this GameObject (null if there is none attached). guiText The GUIText attached to this GameObject (null if there is none attached). networkView The NetworkView attached to this GameObject (Read Only). (null if there is none attached) guiTexture The GUITexture attached to this GameObject (Read Only). (null if there is none attached) collider The Collider attached to this GameObject (null if there is none attached). hingeJoint The HingeJoint attached to this GameObject (null if there is none attached). particleEmitter The ParticleEmitter attached to this GameObject (null if there is none attached). 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. name The name of the object. hideFlags Should the object be hidden, saved with the scene or modifyable by the user?
Inherited Functions
 GetComponent Returns the component of Type type if the game object has one attached, null if it doesn't. GetComponentInChildren Returns the component of Type type in the GameObject or any of its children using depth first search. GetComponentsInChildren Returns all components of Type type in the GameObject or any of its children. GetComponents Returns all components of Type type in the GameObject. CompareTag Is this game object tagged tag? SendMessageUpwards Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour SendMessage Calls the method named methodName on every MonoBehaviour in this game object. BroadcastMessage Calls the method named methodName on every MonoBehaviour in this game object or any of its children. GetInstanceID Returns the instance id of the object.
Inherited Messages Sent
 OnJointBreak Called when a joint attached to the same game object broke.
Inherited Class Functions
 operator bool Does the object exist? Instantiate Clones the object original and returns the clone. Destroy Removes a gameobject, component or asset. DestroyImmediate Destroys the object obj immediately. It is strongly recommended to use Destroy instead. FindObjectsOfType Returns a list of all active loaded objects of Type type. FindObjectOfType Returns the first active loaded object of Type type. operator == Compares if two objects refer to the same operator != Compares if two objects refer to a different object DontDestroyOnLoad Makes the object target not be destroyed automatically when loading a new scene.