I have multiple joints connected to a group of objects. If a joint breaks I want the original object and the connected object to respond. The method OnJointBreak doesn’t give me any indication of the Joint connectedBody. How can I find the body that was connected?
Why the heck would they only give break Force!? Please help.
I recently ran into this issue, but found a better solution, likely because of Unity updates.
In Unity 2018 you can now check joint.currentForce.
Not sure when that was added
private void OnJointBreak(float breakForce) {
for ( int i = 0; i < joints.Count; i++ ) {//have list of joints
ConfigurableJoint joint = joints*;*
if (breakForce != joint.currentForce.magnitude ) {*