Chain Physics without RigidBody

How would one go about making chain-physics in respect to a direction of gravity without using RigidBody?

If you are wondering why I don’t want to use RigidBody it’s because my game has properties that do not work well with the non-deterministic effects of Unity’s Physics system and I have Vsync turned off as I try to get the game to always behave as if it is running at 30 or 60 fps.

If you want to use a physics based approach, without using Unity’s physics engine,

However, you could create a simpler one if you like by using the height against the parent’s height to determine if it should be pulling down to a max distance - just remember if you take that approach, you need to “rotate” towards a point on the parent, to point its child downwards.