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Question by alexanderflink · Jan 28, 2014 at 06:48 PM · 2dphysicsfixedjoint

Fixed joint 2D

Why is there no fixed joint 2D? I want to connect some 2D physics objects with fixed joints, which are supposed to be break-able. How do I achieve this if there are no fixed 2D joints? Parenting?

Any help is appreciated!

/Alex

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Answer by Headworker · Jan 28, 2014 at 08:21 PM

Well depending on what you want to achieve parenting could be the solution.

But we need more information: How do you rigidbodies need to behave? What should trigger their seperation? If force to break them is the only possible trigger, then you got a problem, because breakforce is not (yet) implemented for rigidbody2D, at least according to my own research and the official documentation.

Possible workarounds: If you ca set up your breaking trigger event as detectable by a script (a collision with a certain relative velocity (Unity Docs, relative Velocity) you can emulate the breakforce effect. Relative velocity will return the collision velocity (sum of 2 colliding objects' velocity).

If such an event is noticed by the engine and reported to your OnCollsionEnter() function, you can then trigger a parent detachment with transform.parent = null;

If you have further questions, dont hesitate to ask!

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avatar image alexanderflink · Jan 28, 2014 at 08:28 PM 0
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Sorry about the lack of information. You assumed correctly. Force is supposed to break the joint. I thought about the parenting solution, but I thought it would be hard to make it behave realistically. I'll try though. Thanks!

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