Could you please add Hinge Joint 2D spring like 3D PhysX’s Hinge Joint (with targetAngle and damping). This parameter will enable developers to implement lots of new physics mechanics in our games. Such as realistic 2d ragdolls (for stickman games in my case), much smoother and prettier looking vehicle and props simulations.
We are tragically lacking this small simulation piece. It forces us to use 3D physics in our 2D games (that hit’s our performance). 2D physics offers a much wider range of components for collisions, joints and effectors. Our games performance could be boosted drastically if we switch to Box2D’s physics. I make physics games for 4 years now and bringing this feature would amazingly upgrade my and my friend’s games quality!
I tried to implement my own version, but without access to Unity’s source code I don’t see the solution for this problem. (even started researching topics on resolving constraints in physics, but writing my own physics engine would be recreating the wheel)
Combinations of joints (hinge + target or spring) don’t work out because they disbalance forces and create non-physical motion appearing from nowhere. If there’s some obstacles than this combination of joints can behave strangely (for example, rotate or slide along the surface with no reason for that)