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Question by DwayneBull · Feb 26, 2011 at 09:06 AM · 2dphysics

Unity 2D distance constraint

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I've been trying everything to get a 2D distance joint working in unity. I want free rotation to both the body with the joint and the connected body, I also need mass and other constraints adhered to, such as fixing a rigidbodys position. I've tryed for days now, no luck configuring any joint type. Tryed a verlet constraint using: (Just to prove the kind of action I want)

float xDistance = hinge.transform.position.x  - target.transform.position.x;
float yDistance = hinge.transform.position.y  - target.transform.position.y;
float newdistance = Mathf.Sqrt( xDistance * xDistance + yDistance * yDistance );
float con = ( newdistance - maxDistance) / newdistance;
Vector3 moveTarget = new Vector3( xDistance * 0.5f * con , yDistance * 0.5f * con, 0.0f );
hinge.rigidbody.MovePosition( hinge.transform.position - moveTarget );
target.rigidbody.MovePosition( target.transform.position + moveTarget );

But this doesnt take into account mass/force or any fixtures. You can see here I want movement on the X/Y and rotation only on Z.

Help?

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Answer by Illogical-Ironical · Feb 27, 2011 at 06:49 AM

I'm pretty sure you can make it so the object moves only on the x/y axis and rotates only on the Z axis if you're using a rigidbody. That's on the Inspector panel. Select the object, and go to where the Rigidobject is. There's an option called "Constraint".

Hope that's of any help.

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