Hingejoint2d's connected body unaffected by joint, spinning wildly (video)
Hi, I hope someone here can help me with this problem. I am trying to attach a sword to the player upon collision using a few scripts and a 2d hinge joint. Here is a short clip showing the problem in action: http://screencast-o-matic.com/watch/cDh004if2n
One script on the sword positions it perpendicular to the side of the player which collided with it, and another script on the player enables the joint and attaches the sword to it's connected rigidbody. This should bind the weapon to the joint, and have the joint pivot around the player's center across 10 degrees of freedom. However, the video demonstrates that the sword spins wildly as soon as I apply torque or force to the player (also accomplished via the player's script).
Am I doing something wrong?
I saw a post from April of this year where a user experienced a similar problem with the 2d hinge joint. Do I need to report this to Unity as a bug?
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