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Question by yannish · Mar 07, 2016 at 01:04 PM · physicsspherejointsjointspherecollider

Trying to create a ball & socket joint / physics constrained to a sphere

Hello there,

I'm trying to make a physics setup where lots of rigidbodies are locked into an orbit around a fixed point.

They'd be free to rotate around this point at a fixed distance and physically interact with each other, and while they'd always be set to "face" the fixed point they could also rotate around their own central axis (the axis pointing back towards the fixed point).

It's basically business-as-usual for the physics system, except everything is constrained to the surface of a sphere, if that makes any sense.

Does anyone know how to set up a Configurable Joint to get this sort of behaviour? So far I've been falling on my face trying to understand how they work.

I'm pretty unsure how to proceed with this, so if anyone has any other advice it'd be much appreciated. I'm not sure whether to create everything as a joint fxed to this central point, or to just float everything on a sphere of collision and attract it towards the center (would be a much more "breakable" setup, I think).

Thanks for reading!

Ian

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