SpringJoints in Unity 5?

Been playing around with Spring Joints today, trying to get a 3D grappling hook style system working, and just not having any luck at all, even trying to get a simple 1m rope to work with spring joints - tried playing with a bunch of settings on them, but it seems like the joints will always stretch to further away than I want them, and are generally very unstable. Tried looking at the docs, but can’t see any actual examples of how to use them in a real game setting.

Has anyone else had any luck with SpringJoints in U5? Any tips and tricks? Or is it just another component of the Physics system in Unity that I’m better off not using, and rolling my own (I know it’s much easier to ‘fake’ rope, but I’d like this to be a core game mechanic)?

Solver Iteration count needs to be high I’d think, and masses balaced with spring joint strength, it’s trial and error. Any reason you’re not using configurable joint?

Figured that the behaviour that I was after was more of a ‘springy-rope’ behaviour and would fit the use case of spring joints, guess not. The inspector for that configurable joint component looks pretty bloated, and I’ve just got (almost) perfect behaviour with just using a CCD component from FinalIK with a rigibody target, so I think I’ll be able to dodge Unity’s physics system almost completely.