Hey everyone, After updating to Unity 5.1 I've noticed strange behaviour with hingejoints - after programatically attaching a hinge between two dynamic objects (that are sitting still/no gravity), they both "twitch" and start spinning around each other for a brief period of time (they'll settle, and this doesn't always happen). I'm also seeing the rotation of objects resetting or adjusting upon connection, though I see no transform adjustments anywhere, which makes me think it's some sort of contstraint bug or something... Maybe I'm missing something obvious though. Anyone else seeing problems? (my use case: little space man "grabs" a rock; player can move around and the rock swings around you as if it were tethered. I've got the anchor point at the spaceman (0,0,0 locally) and the hinge on the spaceman, with the connectedanchor point being at the local(relative) position of the object.) I also noticed that the "autoConfigureConnectedAnchor" option is setting the connected object to WorldCoordinates now instead of LocalCoordinates, which makes things warp around crazily too, if you have it enabled.