Hey, I just found out how to use joints in Unity. I just attached this rope box to my character:
It works fine, but when things get too far apart the objects spin around and freak out. I thought the point of this was to keep them physically connected to each other- What am I missing?
I’m just using regular default Hinge Joints from a cube to a capsule, capsule, capsule, and guy.
What kind of hinges?
I would play with the settings until you find the right balance. Obviously the mass being applied is pulling them apart but not breaking them. A weird bug that is common. Like I say, just mess with the type of hinge and its settings.

I was hoping that no matter what mass the objects are (they’re all 1) they should always pivot around their hinge point, and never stretch away from it.
The “Break Torque” that snaps them off is set to “Infinity” by default, and that’s fine, cos I don’t want them to break off.
I dnt know man.
I dont get too funky with mine. Have you put limits on?
Ok I researched this and found out how to get around it. I’ll just write down the solution to help anyone who gets this thread in a Google result:
I went to Edit > Project Setting > Time
and applied a slightly lower Fixed TimeStep. This just means the physics can calculate at a higher framerate, so they can keep up with your mouse movements… At least I think that’s what it means.
This’ll probably make any phsyics work take up more processing power, so don’t go nuts with it.
Answer tags: IK, Kinematics, Hinge Joint, Fixed Joint, Spin, Borken, Fix, Help, Unity, Working, Fix.
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