I cant seem to lock together the rigid bodied with the existing 2d joints
Thanks !!
They've said there's an equivalent in Box2D, but they just haven't mapped it yet. :P Have you tried a Hingejoint2D with useLimits and both Min and Max set to 0?
Any particular reason why you can't use a Rigidbody instead of a Rigidbody2D in this case? There's no rule saying you have to use 2D physics for everything.
It depends on your colliders. If you don't mind changing your 2D colliders into 3D colliders then you will have no problem. If not then I would recommend trying DistanceJoint2D or writing your own script to keep the objects together in a LateUpdate or FixedUpdate
They've said there's an equivalent in Box2D, but they just haven't mapped it yet. :P Have you tried a Hingejoint2D with useLimits and both Min and Max set to 0?
– PyrianNope, But I will now! Thanks! ^_^
– RayJrAny particular reason why you can't use a Rigidbody instead of a Rigidbody2D in this case? There's no rule saying you have to use 2D physics for everything.
– smoggachI'm not sure. Do you think i can based on the info in my other question related to the same problem? http://answers.unity3d.com/questions/813047/what-holds-2d-gameobjects-together.html Thanks
– RayJrIt depends on your colliders. If you don't mind changing your 2D colliders into 3D colliders then you will have no problem. If not then I would recommend trying DistanceJoint2D or writing your own script to keep the objects together in a LateUpdate or FixedUpdate
– smoggach