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Question by rob_weinberg · Apr 22, 2014 at 12:35 AM · rigidbody2dphysics2dparentingiskinematic

Rigidbody2D.isKinematic = true and parenting unresponsive

I'm trying to have one object parent to another when they collide (essentially what a fixed joint would do if we had one for 2D). Here is the code I'm using:

 collider2D.enabled = false; // just for good measure
 rigidbody2D.isKinematic = true; // disable physics simulation on my object
 transform.parent = coll.transform; // parent to object we've collided with
 coll.rigidbody.angularVelocity = 90.0f; // spin object we collided with to test parenting

Unfortunately this works but with a slight delay where my object remains under physics control for a few frames before the parent relationship takes over. Oddly enough I can get things to work correctly if I just destroy the rigidbody2D component straight away:

 collider2D.enabled = false; // just for good measure
 DestroyObject(rigidbody2D); // remove rigidbody
 transform.parent = coll.transform; // parent to object we've collided with
 coll.rigidbody.angularVelocity = 90.0f; // spin object we collided with to test parenting

So what gives? From everything I've read online isKinematic = true should be the equivalent of other components' enable flag. Note: I don't want to destroy and re-add the rigidbody as I will continue to need it after unparenting the objects later in the game. Any ideas?

Edit: After some messing around I've noticed that is specifically the parenting that is being delayed not the isKinematic change. All the other aspects of isKinematic seem to take affect immediately.

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avatar image Sebito · Apr 23, 2014 at 08:35 PM 0
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Hi, I´m having same problem here. Removing the component and adding again doesn´t look like a good solution. I tried adding some yield statements but is not clear how many frames does it take to stop processing physics. I´ll keep you informed if I find a solution.

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Answer by Sebito · Apr 24, 2014 at 02:46 PM

Hey, there is a Joint you can use, DistanceJoint2d with distance = 0. That´s the way I solved it. Hope this helps. You don´t need to parent objects.

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avatar image rob_weinberg · Apr 24, 2014 at 03:03 PM 0
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Thanks for the suggestion but unfortunately the DistanceJoint2D only ensures a positional relationship between two rigidbodies but leaves each free to rotate independently. I am trying to simulate one object attaching/hugging the other so this wasn't sufficient. I really wish the Unity $$anonymous$$m had made a FixedJoint2D since that is exactly what I need and it already exists in the original physics system.

avatar image Sebito · Apr 24, 2014 at 06:40 PM 0
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Then parenting and using the joint should fix your angle problem I think.

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