Topics List
Design Elements

Physic Joints
Interactive Object Connections

Physic joints are pivotal for creating dynamic and interactive connections between objects in your app. They enable you to simulate real-world interactions, such as constraints, hinges, and springs, adding realism and complexity to your app´s physics engine. By utilizing physic joints, you can create intricate behaviors, like swinging pendulums, sliding doors, and interconnected objects. These joints offer a range of configurations, allowing you to fine-tune the behavior of connected objects. Whether you´re building a game with realistic physics or adding interactive elements to your app, physic joints provide the tools to create engaging and immersive experiences.

Physic Joint´s Types


  • Pivot Joint





    You can download the project from the following link:

    Class_Rar_0__46.rar

    You can observe the project in motion here:



    During design mode, you can assign the following properties and events to Pivot Joints:



    • Usage: The pivot joint allows two bodies to rotate around a specific point.

    • Properties:

      • jointType: pivot

      • image_NODE_1: First image node to connect.

      • image_NODE_2: Second image node to connect.

      • connect_anchor: Anchor point around which the bodies will rotate. (Default: (0,0))

      • isMotorEnabled: Enables or disables the motor. (Default: false)

      • motorSpeed: The motor speed in degrees per second. (Default: 100)

      • maxMotorTorque: The maximum torque the motor can apply. (Default: 1500)

      • isLimitEnabled: Enables or disables the rotation limits. (Default: false)

      • setRotation_negLimit: The negative rotation limit in degrees. (Default: -20)

      • setRotation_posLimit: The positive rotation limit in degrees. (Default: 20)


    • Explanation: The pivot joint allows two connected bodies to rotate around a specific anchor point. The motor can be used to rotate the bodies, and limits can be set to restrict the rotation within a certain range.

  • Distance Joint





    You can download the project from the following link:

    Class_Rar_1__46.rar

    You can observe the project in motion here:



    During design mode, you can assign the following properties and events to Distance Joints:



    • Usage: The distance joint keeps two points on two bodies at a fixed distance from each other.

    • Properties:

      • jointType: distance

      • image_NODE_1: First image node to connect.

      • image_NODE_2: Second image node to connect.

      • anchor_object1: Anchor object on the first image node.

      • anchor_object2: Anchor object on the second image node.

      • anchor_centered1: Whether the anchor point on the first image node is centered.

      • anchor_centered2: Whether the anchor point on the second image node is centered.

      • dampingRatio_0_to_1: The damping ratio for the connection. (Default: 0.5)

      • frequency_hz: The frequency of the connection in hertz. (Default: 100)

      • length: The initial length of the connection.

    • Explanation: The distance joint keeps two points on two bodies at a fixed distance from each other. It allows some degree of freedom in movement, controlled by the damping ratio and frequency parameters.

  • Piston Joint





    You can download the project from the following link:

    Class_Rar_2__46.rar

    You can observe the project in motion here:



    During design mode, you can assign the following properties and events to Piston Joints:



    • Usage: The piston joint allows for relative translation of two bodies along a specified axis.

    • Properties:

      • jointType: piston

      • image_NODE_1: First image node to connect.

      • image_NODE_2: Second image node to connect.

      • motion_axis: The axis along which relative motion is allowed. (Default: 0)

      • custom_motion_axis_x_y: Custom x and y components for the motion axis.

      • isMotorEnabled: Enables or disables the motor. (Default: false)

      • motorSpeed: The motor speed in units per second. (Default: -100)

      • maxMotorForce: The maximum force the motor can apply. (Default: 1000)

      • isLimitEnabled: Enables or disables the translation limits. (Default: false)

      • negative_Limit: The negative translation limit. (Default: -40)

      • positive_Limit: The positive translation limit. (Default: 120)

    • Explanation: The piston joint allows for relative translation of two bodies along a specified axis. It can be used to create mechanisms that slide or move along a straight line.

  • Friction Joint





    You can download the project from the following link:

    Class_Rar_3__46.rar

    You can observe the project in motion here:



    During design mode, you can assign the following properties and events to Friction Joints:



    • Usage: The friction joint applies a friction force to two bodies to prevent relative motion.

    • Properties:

      • jointType: friction

      • image_NODE_1: First image node to connect.

      • image_NODE_2: Second image node to connect.

      • connect_anchor: Anchor point around which the friction acts. (Default: (0,0))

      • maxForce: The maximum friction force. (Default: 0.1)

      • maxTorque: The maximum friction torque. (Default: 0.1)

    • Explanation: The friction joint applies a friction force to two bodies to prevent relative motion. It is useful for simulating surfaces with friction, such as the ground.

  • Weld Joint





    You can download the project from the following link:

    Class_Rar_4__46.rar

    You can observe the project in motion here:



    During design mode, you can assign the following properties and events to Weld Joints:



    • Usage: The weld joint constrains two bodies to share the same position and orientation.

    • Properties:

      • jointType: weld

      • image_NODE_1: First image node to connect.

      • image_NODE_2: Second image node to connect.

      • anchor_object1: Anchor object for the first body.

      • anchor_object2: Anchor object for the second body.

      • anchor_centered1: Whether the anchor for the first body is centered. (Default: true)

      • anchor_centered2: Whether the anchor for the second body is centered. (Default: true)

      • frequency_hz: The frequency in hertz. (Default: 100)

      • dampingRatio_0_to_1: The damping ratio. (Default: 0.5)

    • Explanation: The weld joint constrains two bodies to share the same position and orientation. It is often used to create rigid connections between objects.

  • Wheel Joint





    You can download the project from the following link:

    Class_Rar_5__46.rar

    You can observe the project in motion here:



    During design mode, you can assign the following properties and events to Wheel Joints:



    • Usage: The wheel joint simulates a vehicle wheel suspension.

    • Properties:

      • jointType: wheel

      • image_NODE_1: First image node to connect.

      • image_NODE_2: Second image node to connect.

      • motion_axis: The axis along which the suspension moves. (Default: 0)

      • custom_motion_axis_x_y: Custom x and y components for the motion axis.

      • springDampingRatio_0_to_1: The spring damping ratio. (Default: 0.5)

      • springFrequency: The spring frequency in hertz. (Default: 100)

    • Explanation: The wheel joint simulates a vehicle wheel suspension. It can be used to create realistic vehicle physics, such as car suspensions.

  • Pulley Joint





    You can download the project from the following link:

    Class_Rar_6__46.rar

    You can observe the project in motion here:



    During design mode, you can assign the following properties and events to Pulley Joints:



    • Usage: The pulley joint simulates a pulley system.

    • Properties:

      • jointType: pulley

      • image_NODE_1: First image node to connect.

      • anchor_object1: Anchor object for the first body.

      • anchor_screen1: Anchor point in screen coordinates for the first body.

      • image_NODE_2: Second image node to connect.

      • anchor_object2: Anchor object for the second body.

      • anchor_screen2: Anchor point in screen coordinates for the second body.

      • anchor_centered1: Whether the anchor for the first body is centered. (Default: true)

      • anchor_centered2: Whether the anchor for the second body is centered. (Default: true)

      • ratio: The pulley ratio. (Default: 1)

    • Explanation: The pulley joint simulates a pulley system, allowing bodies to be connected and move as if they are connected by a pulley.

  • Touch Joint





    You can download the project from the following link:

    Class_Rar_7__46.rar

    You can observe the project in motion here:



    During design mode, you can assign the following properties and events to Touch Joints:



    • Usage: The touch joint allows bodies to be dragged around by touching them.

    • Properties:

      • jointType: touch

      • image_NODE_1: Image node to connect.

      • anchor_screen1: Anchor point in screen coordinates.

      • connect_anchor: The anchor on the body to connect to.

      • anchor_centered: Whether the anchor is centered. (Default: true)

      • frequency_hz: The frequency in hertz. (Default: 100)

      • dampingRatio_0_to_1: The damping ratio. (Default: 1)

      • maxForce: The maximum force applied to move the body. (Default: 6)

    • Explanation: The touch joint allows bodies to be dragged around by touching them, useful for creating interactive physics-based interfaces.

  • Rope Joint





    You can download the project from the following link:

    Class_Rar_8__46.rar

    You can observe the project in motion here:



    During design mode, you can assign the following properties and events to Rope Joints:



    • Usage: The rope joint simulates a rope or cable between two bodies.

    • Properties:

      • jointType: rope

      • image_NODE_1: First image node to connect.

      • image_NODE_2: Second image node to connect.

      • anchor_object1: Anchor object for the first body.

      • anchor_object2: Anchor object for the second body.

      • anchor_centered1: Whether the anchor for the first body is centered. (Default: true)

      • anchor_centered2: Whether the anchor for the second body is centered. (Default: true)

      • maxLength: The maximum length of the rope. (Default: 150)

    • Explanation: The rope joint simulates a rope or cable between two bodies, allowing them to move as if connected by a flexible rope.