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DistanceJoint Constructor

This requires defining an anchor point on both bodies and the non-zero length of the distance joint. If you don't supply a length, the local anchor points is used so that the initial configuration can violate the constraint slightly. This helps when saving and loading a game. Warning Do not use a zero or short length.

Namespace: Internal.tainicom.Aether.Physics2D.Dynamics.Joints
Assembly: NeoAxis.Core (in NeoAxis.Core.dll) Version: 2026.1.1.0 (2026.1.1.0)
Syntax
C#
public DistanceJoint(
	Body bodyA,
	Body bodyB,
	Vector2 anchorA,
	Vector2 anchorB,
	bool useWorldCoordinates = false
)

Parameters

bodyA  Body
The first body
bodyB  Body
The second body
anchorA  Vector2
The first body anchor
anchorB  Vector2
The second body anchor
useWorldCoordinates  Boolean  (Optional)
Set to true if you are using world coordinates as anchors.
See Also