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Question by jrdX · Jul 15, 2014 at 09:38 PM · 2dhingejoint2dtearing

hinge joint 2d is disconnecting/detaching/tearing

Hello, I have connected some sprites using hinge joints 2d, but the problem is, that when I pull one part of the chain(the last one), the parts will start making spaces between them, they will act like being attached but they won´t be connected.
How should I fix this? Thanks.

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avatar image Pyrian · Jul 15, 2014 at 11:01 PM 0
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Are you pulling with forces, or by setting position or velocity?

avatar image jrdX · Jul 19, 2014 at 06:48 PM 0
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just by moving the transform /setting the position

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Answer by Pyrian · Jul 19, 2014 at 08:54 PM

That's your problem, then. HingeJoint2D will not override a directly set transform position, so the hinge gets pulled apart that way. In fact, no physics forces, colliders, or objects will override directly setting a GameObject's position.

You might consider trying Rigibody2D.MovePosition, which is called very similarly to setting the position directly, but takes physics into account.

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avatar image jrdX · Jul 20, 2014 at 01:13 PM 0
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thanks it works :)

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