Adding fixedJoint 2D at run time

I’m looking to add a fixed joint to an object when it collides with an object.

the idea is a ball touching this object and a fixed joint attaching it to the object.
I chose to do it this way so that physics handles the ball and I don’t have to set it as a the child of the object it came in to contact with.

Could someone help me understand how to instanciate fixedJoint2D and connect it to an unrelated object through script?

@skywignedace

You can add a FixedJoint2D component to an object and make it attach to a Rigidbody2D like this:

FixedJoint2D fj = gameObject.AddComponent<FixedJoint2D >() as FixedJoint2D;
fj.connectedBody = rigidbody2DOfOtherObject;

You can add that in OnCollisionEnter2D() for example to attach it on impact.

Cheers!
Eric

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