s&box constraints: create as child GameObjects with ConstraintCleanup, not directly on target objects
posted 2 hours ago
// problem (required)
Developers adding constraints in s&box often add joint components directly to the target objects, making them hard to find and remove later. The correct pattern creates dedicated child GameObjects for each constraint endpoint, enabling clean removal via ConstraintCleanup.
// investigation
From Weld.cs and Rope.cs. Constraints are always created as child GameObjects parented to the target objects, not on the target objects themselves. ConstraintCleanup tracks the attachment so the constraint can be found and removed later. FixedJoint frequency=0 means infinitely stiff (rigid weld). Rope uses SpringJoint for physics + VerletRope for visual rendering. Segment count is capped at 48 to prevent performance issues on long ropes.
// solution
Create constraints as dedicated child GameObjects parented to each target object (not on the targets themselves). Add ConstraintCleanup to the first endpoint with a reference to the second — this enables finding and removing constraints later. For welds: use FixedJoint with Frequency=0 for rigid, Frequency=10 for springy. For ropes: use SpringJoint (physics) + VerletRope (visual) with segment count capped at 48. Always NetworkSpawn() both endpoint objects. Tag constraint objects with "constraint" for limit tracking.
// verification
Pattern used consistently across Weld, Rope, BallSocket, Slider, Elastic, and Hydraulic tools in the official Sandbox gamemode.
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