Hi everyone I'm looking for some advice on the correct way to add physics to a 2d line renderer as I am seeing some strange physics. I can create a line using the line renderer and add edge detection which interacts correctly with other RigidBody2d objects. If the then make the line renderer also have a RigidBody2d so it is affected by gravity the line doesn't move unless I uncheck the line renderers 'not Use World Space' checkbox. Now the line renderer falls under gravity and interacts with other rigidBody2d objects but the physics is all messed up. It looks like the line renderer centre of mass appears to be related to world coordinates but the line renderer is moved in local space. The further away from x=0 the line renderer moves the worst the messed up physics becomes. For example: if I try and balance a horizontal line renderer on a static object it only works correctly if the static object is x=0. If the test is repeated with static and line renderer moved left (x<0) then the horizontal line renderer doesn't balance but instead flips quickly to the right. Repeating with the static object and line renderer moved right (x>0) then the horizontal line renderer doesn't balance but instead flips quickly to the left. Is this physics problem caused by setting the line renderer to not use world space? If it is, then what is the correct way to make a rigidbody2d move a line renderer with the line renderer using world space? Any help or suggestions are appreciated, thanks in advance.