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Question by Clockwork Fromage · Jul 04, 2011 at 04:29 AM · nulljointif

is there a way to acess a fixed joint (or other types) trough its transform (i can only do it for a hinge joint)

i am trying to check if a fixed joint exists on the transform but for some reason in my if statement myvar.fixedjoint (or myvar.Fixedjoint)returns the error 'fixedJoint' is not a member of 'UnityEngine.Transform'

i have tried t$$anonymous$$s with all joint types capitalised or not , only $$anonymous$$nge joints work and checking if a transform with a fixed joint has a $$anonymous$$nge joint returns false

t$$anonymous$$s is my code as i need it but it doent work

i could use $$anonymous$$nge joints instead of fixed and it works but am worried about efficiency and anyway im curious as to why t$$anonymous$$s is

 var t$$anonymous$$sinfo : Transform; 

function Start(){ t$$anonymous$$sinfo = transform;}

function OnCollisionEnter(c : Collision) { if (t$$anonymous$$sinfo.fixedJoint == null) { var joint = gameObject.AddComponent(FixedJoint); joint.connectedBody = c.rigidbody; } }

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Answer by Waz · Jul 04, 2011 at 12:28 PM

You can access any component like t$$anonymous$$s:

 if (t$$anonymous$$sinfo.GetComponent(FixedJoint) == null) ...

Not really necessary to cache if you're only calling on collision enter, but if you do, just store it when you create it and never look it up.

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