I have a very long chain set up with Configurable Joints, all parented to an empty GameObject. The top link has a kinematic Rigidbody. It kind of works, but it’s very stretchy/springy. I’m trying to get it to hold together like an actual chain, so that it can bend and swing around without springing like elastic. I’d be willing to accept a tiny bit of spring/stretch, but with the way it is now there’s no way it could possibly pass for a chain.
I’ve played around with the limit, spring, and bounciness settings for all the links, but the only way I can find to make the chain hold together like a chain, is to set all the Y Motions to “locked”. The problem with this is that it prevents free movement, so the chain can’t bend on a Y axis at all; the object hanging on the very bottom can’t move around while the attached chain follows. It’s kept at the same Y distance all the time.
Is there any way to achieve a realistic, free-swinging chain effect with an object on the bottom, if it’s a very long chain? Do I need a different type of joint? I’ve been playing around with each one, but they all have problems. Hinge Joint and Character Joint chains just immediately start freaking out, likely due to the fact that my chain is 289 links long. Fixed Joints stretch before freaking out as well. Configurable Joints seem to be the only joint that can handle a chain of this length, but no matter how small I set the limits or how high I set the spring parameters, the chain still stretches considerably.
I’ve tried scripting limits for each link, but haven’t been able to find a solution that doesn’t cause the chain to keep twitching violently. I’ve played around with the Rigidbody masses, drags, and constraints, and the solver settings in the Physics Manager. I’ve modified every setting I can think of, but I’m stumped. If scripting is the only way to go about this, does anyone have any ideas for what might work?
Thanks.
(I’m using Unity 5.6.3f1.)

Anyone? I'm still stumped on this.
– SirBedlam