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Question by orch · Dec 05, 2019 at 09:56 AM · rigidbodycolliderjoints

GameObjects pass through each other when they are connected with configurable joint

Any idea about why this thing happens?

     private void MakeConnection(GameObject pullingObject, GameObject pulledObject, Vector3 connectedAnchor,Vector3 anchor)
     {
         ConfigurableJoint jointOfpullingObject;
         if(pullingObject.GetComponent<ConfigurableJoint>() == null)
         {
             jointOfpullingObject = pullingObject.AddComponent<ConfigurableJoint>();
         }
         else
         {
             jointOfpullingObject = pullingObject.GetComponent<ConfigurableJoint>();
         }
 
         //Motion constraints
         jointOfpullingObject.connectedBody = pulledObject.GetComponent<Rigidbody>();
         jointOfpullingObject.xMotion = ConfigurableJointMotion.Limited;
         jointOfpullingObject.zMotion = ConfigurableJointMotion.Limited;
 
         //Linear limit
         SoftJointLimit limit = jointOfpullingObject.linearLimit;
         limit.limit = linearLimit;
         jointOfpullingObject.linearLimit = limit;
 
         //Joint anchors
         jointOfpullingObject.autoConfigureConnectedAnchor = false;
         jointOfpullingObject.connectedAnchor = connectedAnchor;
         jointOfpullingObject.anchor = anchor;
     } 

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Answer by orch · Dec 04, 2019 at 09:34 AM

i have the solution. i had forgotten to set jointOfPullingObject's enableCollision property true.

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