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Author Topic: Having problem with making Fixed Joint 2D work [SOLVED]  (Read 1458 times)

Fat Pug Studio

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Having problem with making Fixed Joint 2D work [SOLVED]
« on: February 26, 2018, 06:26:42 AM »
Hi guys,

I'm making a sticky mine that should attach itself to the enemy, but it doesn't quite work as intended, so i'd like some help if someone did this before. This is the setup:



Nothing too fancy, when the mine hits the player, the movement is disabled, i get the FixedJoint2D component and the rigidbody of the object the mine hit, and then set the connected property of the fixed joint to the hit object's rigidbody.



As you can see, everything looks fine, but the mine is not moving along with the enemy. Any ideas what's the proper setup?

Edit: Btw, i don't know if it matters, bodies are kinematic/simulated and move without physics.
« Last Edit: February 26, 2018, 06:56:44 AM by krmko »
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Fat Pug Studio

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Re: Having problem with making Fixed Joint 2D work
« Reply #1 on: February 26, 2018, 06:56:33 AM »
I RTFM, and joints are for use with physics only, ouch. I don't know why am i complicating things anyway, when i can only stop it moving and parent it under the enemy  8)

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