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Unity2D Joints not rotating the way I want them to.
Hi everyone, I am trying to simulate a rigid rope swinging from a hinge at the top of the ceiling. I have notches in the rope along the way that I want to be able to click on. Also, under certain circumstances, I want to be able to create an angle in the rope on these hinges. To do this, I created a boxcollider on the hinges to recognize when they get clicked on.
Anyways, this all works great, except for the following...When I swing the rigid rope, it maintains its rigidity fine, unless I have a box collider on the object with the hinge. Once I put the box collider on that object, it loses its rigidity and creates an angle like regular physics. I have tried to set limits to 0, but that doesn't work. Does anyone have any ideas?
Thanks!
Answer by Jonesy19 · Feb 05, 2014 at 11:29 PM
Is there a way to set the breaking limit for joints? I am still stuck here. I have set the angle limits (both min and max) to zero, but the joint seems to break no matter what. Any ideas?
Thanks.
As a note, I never figured this out. I think I hacked around this by changing the mass of the objects to basically nothing. Then the joints were not breaking.
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