Struct FixedJoint

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pub struct FixedJoint {
    pub m_BreakForce: f32,
    pub m_BreakTorque: f32,
    pub m_ConnectedBody: PPtr,
    pub m_GameObject: PPtr,
    pub m_ConnectedArticulationBody: Option<PPtr>,
    pub m_ConnectedMassScale: Option<f32>,
    pub m_EnableCollision: Option<bool>,
    pub m_EnablePreprocessing: Option<bool>,
    pub m_Enabled: Option<bool>,
    pub m_MassScale: Option<f32>,
}
Expand description

FixedJoint is a class of the Unity engine since version 3.4.0. Exert from Unity’s scripting documentation: The Fixed joint groups together 2 rigidbodies, making them stick together in their bound position. See Also: CharacterJoint, HingeJoint, SpringJoint, ConfigurableJoint.

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§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. To be able to break, a joint must be Locked or Limited on the axis of rotation where the torque is being applied. This means that some joints cannot break, such as an unconstrained Configurable Joint.

§m_ConnectedBody: PPtr

A reference to another rigidbody this joint connects to. PPtr<Rigidbody>: (3.4.0 - 2022.3.2f1)

§m_GameObject: PPtr

The game object this component is attached to. A component is always attached to a game object. PPtr<GameObject>: (3.4.0 - 2022.3.2f1)

§m_ConnectedArticulationBody: Option<PPtr>

A reference to an articulation body this joint connects to. PPtr<ArticulationBody>: (2020.2.0b1 - 2022.3.2f1)

§m_ConnectedMassScale: Option<f32>

The scale to apply to the inverse mass and inertia tensor of the connected body prior to solving the constraints. f32: (2017.1.0b2 - 2022.3.2f1)

§m_EnableCollision: Option<bool>

Enable collision between bodies connected with the joint. bool: (4.5.0 - 2022.3.2f1)

§m_EnablePreprocessing: Option<bool>

Toggle preprocessing for this joint. bool: (5.0.0f4 - 2022.3.2f1)

§m_Enabled: Option<bool>

bool: (2017.1.0b2 - 2017.1.0b5)

§m_MassScale: Option<f32>

The scale to apply to the inverse mass and inertia tensor of the body prior to solving the constraints. f32: (2017.1.0b2 - 2022.3.2f1)

Trait Implementations§

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impl Debug for FixedJoint

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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 FixedJoint

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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 FixedJoint

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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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Calls U::from(self).

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