Godot Version
v4.6.stable.steam [89cea1439]
Question
I’ve been making a prototype that involves moving characters around with spring joints, and one of the techniques I’ve thought of using was to dynamically create joints on the go, and destroy them when stretched beyond a certain length, or when a better anchor point is detected, but I’ve run into an issue:
It seems like I can’t define the attachment points of a DampedSpringJoint2D on the two bodies it connects, that is, if I create the joint and add it to the scene, the joint just attaches to whatever points it happens to land on on each body, and I can’t make it so that the spring attaches to specific points. This is something that in Box2D for example it can be done via the local frame of each attachment point. Changing the transform before or after it’s added to the scene doesn’t seem to work, and neither is changing length/rest_length of the spring joint.
Is there a way to work around this?