Breaking a joint in script

What’s the best way to break a fixed joint (or any joint, for that matter) from within a script? Is there a way just to “unhook” it?

I’m sure I can set the break force to a lower value and apply a force greater to cause the disconnect, but I want to be certain there isn’t a simpler/better way first. Plus, I don’t want to add an additional force that would modify the current momentum of the object. Thanks

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I don’t there’s any way to effectively unhook the joint, other than destroying and recreating it. Depending on the situation, if I’m creating and destroying joints quite often I would probably use a separate proxy game object to hold the joints for easier access.