So I'm getting into the different constraints Unity offers: https://docs.unity3d.com/Manual/Constraints.html I'd like to use an object that is constrained with a ParentConstraint and have another phycis object connected to that constrained object by a DistanceJoint. This does work, but the results are different between something that moves in FixedUpdate vs the ConstrainedObject. 0.02 fixed delta time: 0.1 fixed delta time: 1. The top square is moving in FixedUpdate 2. The bottom square is moving by a ParentConstraint The sphere's are connected to each object respectively with a DistanceJoint2D. What I have noticed is that if I set "autoConfigureDistance" to true, the bottom sphere goes beyond the starting distance of "2", while the top sphere always stays at "2". So I'm wondering if using Constraints with Physics objects is a bad idea? Disregarding the obvious differences between physics vs constraint versions. Could there be any performance issues if I use a physics object and a constraint? Are there any plans to support updating constraints in FixedUpdate maybe?