| AnchorBody |
The body this joint is anchored to. If this is null then it will use the current GameObject as the anchor. |
| 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. |