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ETA on Box2D weld joint?

Discussion in 'Physics' started by shoffing, Feb 24, 2015.

  1. shoffing

    shoffing

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    Oct 31, 2013
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    I think it's kind of silly that the weld joint isn't implemented yet, when it's arguably the most basic joint. I've been using HingeJoint2Ds with the angular limits set to 0 as an alternative in the mean time, and they have a tenancy to glitch out quite often. When can we expect to see a WeldJoint2D implemented?
     
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  2. MelvMay

    MelvMay

    Unity Technologies

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    This will be added early in the 5.x cycle along with other joints.
     
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  3. jeffweber

    jeffweber

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    Is there any updated ETA on the weld joint?
     
  4. MelvMay

    MelvMay

    Unity Technologies

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    I don't have an ETA for you, sorry. I should add, you will still get this in the early 5.x product cycle.
     
    Last edited: Mar 27, 2015
  5. AlanGameDev

    AlanGameDev

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    Hey guys, I'm sorry to bump this and I totally don't mean to be rude or something, but what exactly is considered the 'early 5.x product cycle'? I really could use that joint.
     
  6. MelvMay

    MelvMay

    Unity Technologies

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    It's already in 5.3 as a FixedJoint2D component along with three other joints from Box2D: TargetJoint2D (b2MouseJoint), RelativeJoint2D (b2MotorJoint) & FrictionJoint2D (b2FrictionJoint). That release also introduces breakable joints (for all joints), a buoyancy effector, configurable density for colliders, auto-anchor calculations, auto-distance for distance/spring joints and auto-angle for the slider joint.

    You can find out more details about that release on our RoadMap.

    If you are a Pro license user then you can check-out the 2D preview here: https://bitbucket.org/Unity-Technologies/2ddemos/wiki/Alpha Release 2
     
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  7. AlanGameDev

    AlanGameDev

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    Awesome! Thank you!