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Question by Kolalamonkeys · Jun 03 at 11:40 PM · rigidbody2dkinematichingejoint2d

Hinge Joint 2D separating from object

Hi,


I have a kinematic object (object A) as a child of the player which is supposed to serve as the connection to another object (object B). Object B has the Hinge Joint 2D component attached to it.

The goal is to have Object B rotate or swing around its origin. My problem is that when the player moves, Object B falls behind and does not stay visibly connected to the connection anchor. When the player stops moving, Object B catches back up to where it should be.

Any tips or suggestions would be very helpful! Thanks for your help!


Edit 1: I've tried this with many different joints, and all of them appear to have the same kind of falling behind behavior.


Edit 2: I figured out from this post that my problem is occurring because the joint is attached to a kinematic object whose parent has a dynamic rigidbody. I'm only doing this because I don't want the player object's movement to be affected by Object B's hinge joint. Is there a way to negate the impact a connected object has?

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