Unity 2D Physics, sprite position diverges from collider position

Hi, I am reasonably new to Unity, so apologies if this is an obvious issue. Thanks in advance to anyone that can help me.

I have created a 2D ragdoll with a system of hinge joints connected to the torso of the ragdoll.

When the object is moved quickly, the sprites don’t appear to follow the collision boxes, they seem to lag behind. This is quite jarring and noticeable.

Here is a screenshot:

1436943--76865--$bIH2DNb.png

Could this be related to the physics engine timing differing from the 60fps of the main application?

Each object that forms part of the ragdoll has a rigidbody. The rigidbody is set to Interpolate for every one.

Here is an example (all settings are the same for each part of the ragdoll):

1436943--76866--$VPwBgeI.png

And here are my physics settings:

1436943--76869--$0iYzn9m.png

This is a bug. It has already been raised in the 2D support section. Hopefully there will be a fix soon.

http://forum.unity3d.com/threads/212585-Physics-object-drift-objects-rendering-at-a-different-position-to-the-body