How to reference multiple fixedjoints in script?

Hi I need to change breakforce in one of objects. Except it has multiple fixedjoints.

rigidbody.hingeJoint.breakForce = 0.0f;

Following the structures in unity only shows a single possible joint? Since they are not named, how to do I find it?

You can use GameObject.GetComponents to get all components of a particular type attached to an object. The manual page actually has an example involving joint components.

Using GetComponent will give me a list alright. But I will have no idea which joint it is it has no name.

Can you identify the hinge by its connectedBody property (ie, which object the hinge is joined onto)?

I could do that, but that’s not a good solution. The joints really should be either named. I could even just manually rip through the list first time and find the index of the joint I am interested in. But as soon as I make a change in the inspector. Or delete and recreate the joint later on. I break the code.

For now I am just counting off the index like I said above, and just being aware not to mess with the inserted joints after wards.