2D Physics, rope made of HingeJoint2D set as trigger will behave differently

Hi there,

Problem:
if I make rope segments trigger (objects like player can pass through) rope effect is ruined, it looks like HingeJoint2Ds have no more gravity and start to lose momentum and eventually will stop in mid-air.

Tried to make a simple rope out of quads:

  1. Root node
  2. 4 children in hierarchy
  • Each have typical Rigidbody2D and BoxCollider2D
  • Each have HingeJoint2D, collisions disabled
  • Each connected to above with HingeJoint2D
  1. Simple script attached to bottom rope segment (add force in FixedUpdate to make rope sway)

Unity Version: Unity 5.1.0p1 patch release

I didn’t have time to test this more than 1-2 hours.
Maybe there is some obvious catch or is this a bug?
Any help appreciated!

Nevermind, I think I found the solution, thanks to forum post:

Not sure if this is still the case, but seems like hinge joint seems to behave better when not set as trigger. Go figure…

I went around collision issue by setting rope as “Rope” layer and then in the Physics settings, collision mask, set Rope layer collisions to Default layer off.