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Question by codeninja82 · Oct 30, 2017 at 09:56 PM · physicsexplosionfixedjoint

Break fixed joint with impulse

I'm trying to create destructible environments held together with fixed joints. I am using RigidBody.AddExplosionForce() with ForceMode.Impulse to create an explosion that will blow pieces apart. I would expect if the force is greater than the joint break setting that it breaks the joint and then the remaining force would cause the object to continue until the momentum is consumed.

What I see is that the joint breaks but then the object just sits there. If I destroy the joint first, it works, but I want the physics engine to handle whether the joint should break or not. It looks like the engine sets the velocity to zero after a joint breaks and then expects there to be more force applied. But using the impulse force mode means I only want to apply the force for a single step of the engine.

I found the same question asked about a year ago with no solution:

https://forum.unity.com/threads/breaking-a-fixed-joint-with-an-impulse.432844/

Thanks.

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