Hi folks. I have an FSM attached to a gameobject on which I'm creating fixed joints dynamically based on collisions with other gameobjects. I'd like to know when those joints break, and I understand that the global Joint Break 2D event is for this purpose. However, it doesn't seem to fire. I have a test state set with a global Joint Break 2D transition to log to the console but the state is never triggered.
I understand I could achieve this effect by using a has component action, but this seems wasteful if the callback is being created already for 'free'.
To be clear, the FSM is on the gameobject which has the joint component. Best I can tell this is the only prerequisite, so not sure where I'm going wrong. Any help would be appreciated!