A joint is a component on object A, which takes Rigidbody B as a property, the ConnectedBody.
It’s easy to read the connectedBody of A if you have A. But what if you have B? How do you find A?
That is, is there any way, given a rigidbody, to find joints that are connected TO it (from other bodies)
If it’s not possible, that’s unfortunate. but it would also defy logic.
Surely in order for joint chains to function, PhysX would need to keep lists of joints connected to each body, so it can be known what else to move when that body moves. Perhaps that information just isn’t exposed?