| AngularStress | 
			Current angular stress applied to the joint. | 
| Attachment | 
			Are local frames calculated automatically or set manually. See Sandbox.Joint.LocalFrame1, Sandbox.Joint.LocalFrame2 | 
| Body | 
			Game object to find the body to attach this joint to. | 
| Body1 | 
			The source physics body this joint is attached to. | 
| Body2 | 
			The target physics body this joint is constraining. | 
| BreakForce | 
			Strength of the linear constraint. If it takes any more energy than this, it'll break. | 
| BreakTorque | 
			Strength of the angular constraint. If it takes any more energy than this, it'll break. | 
| EnableCollision | 
			Enable or disable collision between the two bodies. | 
| IsBroken | 
			Is the joint currently broken and inactive. | 
| LinearStress | 
			Current linear stress applied to the joint. | 
| LocalFrame1 | 
			Only used on joint creation. See Sandbox.Joint.AttachmentMode.LocalFrames | 
| LocalFrame2 | 
			Only used on joint creation. See Sandbox.Joint.AttachmentMode.LocalFrames | 
| Object1 | 
			The source GameObject we're connected to | 
| Object2 | 
			The target GameObject we're connected to | 
| OnBreak | 
			Called when the joint breaks. | 
| Point1 | 
			A specific point this joint is attached at on Sandbox.Joint.Body1 | 
| Point2 | 
			A specific point this joint is attached at on Sandbox.Joint.Body2 | 
| StartBroken | 
			Is the joint broken on start. |