Hinge Joint 2D

The Hinge Joint 2D component allows a Sprite object controlled by rigidbody physics to be attached to a point in space around which it can rotate. The rotation can be left to happen passively (in response to a collision, say) or actively powered by a motor torque provided by the joint itself. The hinge can also be set up with limits to prevent it from making a full rotation.

Collide ConnectedCan the two connected objects collide with each other?
Connected RigidbodyThe other Rigidbody2D object that the one with the joint is connected to. If this is null then the othen end of the joint will be fixed at a point in space.
AnchorCoordinate in local space where the end point of the joint is attached.
Connected AnchorCoordinate in the other object's local space where its end of the joint is attached.
Use MotorShould the hinge motor be enabled?
Use LimitsShould the rotation angle be limited?
Motor SpeedTarget motor speed (degrees/sec).
Maximum Motor ForceThe maximum torque the motor can apply while attempting to reach the target speed.
Lower AngleThe lower end of the rotation arc allowed by the limit.
Upper AngleThe upper end of the rotation arc allowed by the limit.


The hinge joint's name implies something like a door hinge (and it can certainly be used to implement that) but it refers more generally to anything that rotates around a particular point. It can be used for machine parts, powered wheels, pendulums and many other similar things.

Page last updated: 2013-08-16