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Question by Ipecac · Jan 21, 2017 at 01:56 AM · jointsjointbreak

Trying to create character joint, but object zooms away instead.

I am trying to make feet stick to a surface and require a certain amount of force to detach. So far I am trying to do this by creating a characterjoint on the ground when the foot hits, hoping that this joint will allow it a little angular wiggle while it is stuck. However, the second time the foot touches the surface it goes flying off in the same direction each time, gaining a lot of positive x y and z force. Anybody know why it would do this?

Here's the basics of what I'm doing. Groundlock is the characterjoint being created.

     void OnCollisionEnter(Collision col)
     {
         if (col.gameObject.name == ground.name)
         {
             if(groundlock==false)
             {
                 gameObject.AddComponent<CharacterJoint>();
                 gameObject.GetComponent<CharacterJoint>().connectedBody = col.rigidbody;
                 groundlock = GetComponent<CharacterJoint>();

                 ContactPoint contact = col.contacts[0];

                 vectAnchor = new Vector3(0, -1, 0);  // these coordinates are for the bottom of the foot
                 groundlock.autoConfigureConnectedAnchor = false;

                 groundlock.anchor = vectAnchor;
                 groundlock.connectedAnchor = contact.point;

                 groundlock.breakForce = 10;
             }
         }
     }
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