Joints
Overview
A PhysicsJoint constrains the motion of one PhysicsBody with respect to another. When a PhysicsBody is dynamic, joints attached to the body may influence its movement.
Take for example two cubes connected by a SpringJoint. Each cube has a BoxCollider Component that defines its shape in the PhysicsWorld, as well as a Rigidbody Component that provides a dynamic PhysicsBody for the Collider to attach to.
Pulling the first cube causes the second to trail behind, and vice versa.
When a body is static or keyframed, joints will have no effect on the motion of that body, but a dynamic body attached to the other end of the same joint may be affected.
Joint Components
In the scene editor, PhysicsJoints may be created by adding to a GameObject one of several different Joint Components, each of which will be described below in further detail.