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Question by aespielberg_unity · Jan 13, 2018 at 05:34 AM · rigidbodyparentingjoint

Joints in child objects.

Hi all,

I've created a GameObject which contains my rigid body. Then, I created my GameObject which is to be my joint. I had to instantiate these separately for reasons I won't get into here. In other words, I have:

-GameObject A (contains Rigid Body) -GameObject B (contains Joint)

Now, I'd like to attach my joint to its parent object. Usually, I'd give game object A both the Rigid Body and the Joint - but, right now, they're separate. So, my idea was to make B a child of A.

 B.transform.parent = A.transform;

Then, I would continue as normal.

Well, when I do this, a second rigidbody seems to appear in A. This seems to be created automatically. This is not what I wanted, I wanted B's joint to be attached to A's rigidbody. Without this, the bodies of my kinematic chain are not connected, and it falls apart.

Is there any way to do a "rigid body transplant," and get the behavior I want?

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