FixedJoint2D

Struct FixedJoint2D 

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pub struct FixedJoint2D {
    pub m_Anchor: Vector2f,
    pub m_AutoConfigureConnectedAnchor: bool,
    pub m_BreakForce: f32,
    pub m_BreakTorque: f32,
    pub m_ConnectedAnchor: Vector2f,
    pub m_ConnectedRigidBody: PPtr,
    pub m_DampingRatio: f32,
    pub m_EnableCollision: bool,
    pub m_Enabled: u8,
    pub m_Frequency: f32,
    pub m_GameObject: PPtr,
    pub m_BreakAction: Option<i32>,
}
Expand description

FixedJoint2D is a class of the Unity engine since version 5.3.0f1. Exert from Unity’s scripting documentation: Connects two Rigidbody2D together at their anchor points using a configurable spring.

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§m_Anchor: Vector2f

The joint’s anchor point on the object that has the joint component.

§m_AutoConfigureConnectedAnchor: bool

Should the connectedAnchor be calculated automatically?

§m_BreakForce: f32

The force that needs to be applied for this joint to break.

§m_BreakTorque: f32

The torque that needs to be applied for this joint to break.

§m_ConnectedAnchor: Vector2f

The joint’s anchor point on the second object (ie, the one which doesn’t have the joint component).

§m_ConnectedRigidBody: PPtr

PPtr<Rigidbody2D>: (5.3.0f1 - 2022.3.2f1)

§m_DampingRatio: f32

The amount by which the spring force is reduced in proportion to the movement speed.

§m_EnableCollision: bool

Should the two rigid bodies connected with this joint collide with each other?

§m_Enabled: u8

Enabled Behaviours are Updated, disabled Behaviours are not.

§m_Frequency: f32

The frequency at which the spring oscillates around the distance between the objects.

§m_GameObject: PPtr

The game object this component is attached to. A component is always attached to a game object. PPtr<GameObject>: (5.3.0f1 - 2022.3.2f1)

§m_BreakAction: Option<i32>

The action to take when the joint breaks the breakForce or breakTorque. i32: (2022.2.0b1 - 2022.3.2f1)

Trait Implementations§

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impl Debug for FixedJoint2D

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl<'de> Deserialize<'de> for FixedJoint2D

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl Serialize for FixedJoint2D

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more

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where T: ?Sized,

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fn borrow(&self) -> &T

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fn borrow_mut(&mut self) -> &mut T

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impl<T> From<T> for T

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fn from(t: T) -> T

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fn into(self) -> U

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type Error = Infallible

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type Error = <U as TryFrom<T>>::Error

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