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Question by drozzy · Mar 03, 2011 at 07:26 AM · 2d

Freeze Rotation vs. Configurable Join for 2D sprites

Listening to a lesson on 2D-game in unity, they advocate using Configurable Joint for locking the rolling ball-sprites from moving along the z-axes (outside of 2D!).

However, I find that if I set the Freeze Rotation property to X and Y, on the Rigidbody component of my ball prefab - I get the same results. What's more - it seems like t$$anonymous$$s is even better as it seems to prevent me from rotating the object at all.

What is the difference between those two options - and should I have both of the on at the same time?

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Answer by Herman-Tulleken · Mar 03, 2011 at 02:42 PM

As far as I know, the freeze rotation etc. properties of Rigid body are new. The method using joints was a workaround to get 2D physics before these properties were introduced.

We are using the freeze properties with great success so far (and no joints). It is, with my limited knowledge, what I would recommend.

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avatar image drozzy · Mar 06, 2011 at 09:09 AM 0
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Great thanks, I'll see if I get any one else to confirm before accepting.

avatar image hardwire · Jul 07, 2011 at 08:07 PM 1
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Quoting from the script reference or the "constraints" property: "In some cases, you may want to constrain a Rigidbody to only move or rotate along some axes, for example when developing 2D games." So I guess yeah, freezing it in Rigidbody is supposed to be enough.

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