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Use the Friction JointA physics component allowing a dynamic connection between Rigidbody components, usually allowing some degree of movement such as a hinge. More info
See in Glossary 2D to slow down movement between two points to a stop. This joint’s aim is to maintain a zero relative linear and angular offset between two points. Those two points can be two RigidbodyA component that allows a GameObject to be affected by simulated gravity and other forces. More info
See in Glossary 2D components or a Rigidbody 2D component and a fixed position in the world. (Connect to a fixed position in the world by setting Connected Rigidbody to None).
The joint applies linear force (Force) and angle force (Torque) to both Rigidbody 2D points. It uses a simulated motor that is pre-configured to have a low motor power (and so, low resistance). You can change the resistance to make it weaker or stronger.
Strong Resistance:
Weak Resistance:
Friction Joint 2D has two simultaneous constraints:
You can use this joint to construct physical GameObjects that need to behave as if they have friction. They can resist either linear movement or angular movement, or both linear and angular movement. For example: