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Question by SirBedlam · Jun 17, 2021 at 05:01 PM · physicsrigidbodyjointchainconfigurable joint

Configurable Joint just falls apart?

It's been a long time since I've used joints in Unity, and I don't know if I'm just missing something obvious here. I've set up chain links using Configurable Joints, with the Rigidbody on the top link set to kinematic. All the below Rigidbodies use gravity. The problem is when I press play, all links below the top one simply fall to the ground and scatter.

At least when using Hinge Joints the chain has some connectivity to it while spazzing out, but with Configurable Joints the links don't even attempt to hold together, they just fall apart. All the connected bodies and axes are set up correctly, that is the exact same as with the Hinge Joints, so I can't figure out what I'm missing.

I'm trying to find what type of joint works best for a very long chain, as Hinge Joints and Character Joints both start having problems as the chain becomes longer. The Asset Store page for the chain model I'm using suggested using Configurable Joints for longer, extended chains (like what I'm trying to do). I'm using Unity 5.6.3f1.

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Answer by SirBedlam · Jun 17, 2021 at 06:26 PM

Silly me, I had all the motions set to "free". I forgot how Configurable Joints differed from other joints. Locked all the "motion" settings and limited the "angular" ones, it's working fine now.

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