Unity 3.4 - Configurable Joint "Configured in World Space" no longer working.

I have a game in which the configurable joint is heavily used. Unity 3.4 seems to have broken the ability for it to be configured in world space, at least I can’t get it to work through the editor or through assigning it in code.

I have submitted a bug report and a file, but in the mean time, is there a relatively easy way around this?

How would I convert a quaternion in local space to world space?

I just saw in the release notes: “ConfigurableJoint.configuredInWorldSpace will no longer result in a wrong coordinate space. Projects using this setting need to be readjusted!”

What!!! It was working before, now it doesn’t! What exactly does this setting do now??

bump

I really hate bumping the thread :expressionless:

Also interrested

It means tick the tickbox if you’re configuring it in world space. You see the tickbox further down, right?

Ok, someone from Unity explained the solution to me way back in 2011, but the project was canned and I lost the correct project file. I’m reviving the project, but I can’t remember the work around for this. It has to do with the way the target rotation is calculated when there is no connected body for a configurable joint. It changed in 3.4, but was never really documented as far as I know.