Hello. I have a generic platformer character set up, and I want him to be able to drag objects. I haven’t coded anything yet, but I thought that this would be accomplished by just enabling/disabling a joint of some sort and setting its target to whatever needs to be dragged. However, I didnt manage to get the joints, specifically testing the spring joint, to work properly. Instead of the object seeming to be dragged behind, it seems to act weirdly when the player jumps, and spin around under it and somehow flip in front of the player. I’m not sure why this is. The image below shows what happens. The player (red circle) jumps forwards, and the linked object (blue circle) somehow flips around under it.

This sounds like something you just need to experiment with. Try different joints, mess with their settings, distance from the player, etc. Joints can be finicky.
If all your experimenting doesn’t work, try some tutorial on joints and physics:
Hm, as far as I can see, after some testing, the issue is that the force of the joint pulling the things together, along with gravity, creates a sort of orbit like force that circles around. I couldn’t really find a joint setup that evades this issue, although hinge joints with a angle limit might work, but if there’s a better solution that would be nice
I wonder if a workaround would be to change the gravity, mass or both when the item is being “carried”
Hm, I could do that, but I want the object to feel as if its actually being carried and not just yknow being held. I will change the mass though, because otherwise the object would probably be too heavy to move at all, although I do not remember the mass actually being a cause or fixing anything.