Working with Fixed Joint.
Objective: Working with Fixed Joint.
The fixed joint is a component in Unity that restricts an object so that its movement is dependent upon another object’s movement. This is similar to Parenting, but is implemented through physics rather than the Transform hierarchy.
In the first step, I need to define a parent; to do this, the parent object must have a rigidbody.
Now, to make this child component join with the parent object, this means the child component will depend parent's movement while it's connected to it.
To do this, add a fixed Joint component to the child object, I assume your object has a collider to collide with others.
Now lock this child component, drag and drop the rigidbody from the parent to the < ChildObject< Inspector < Fixed Joint < Connected Body option .
Now play the Editor.
Bonus
If you set Break Force to 1, the joint will break when the object land or the below object pull the parent at a force of 1. Infinity means not breaking. And it will be the same if you set the break torque to 1; if the object rotates, it will break the joint.
See you in the next one.