I currently have a setup where there are solid nodes that are connected by relative joints. My previous solution for giving the joints collision was to just have an object with an edge collider that gets stretched to fill the space between them, but this doesn't transfer any force when something colliders with it. I tried to use something like this on the collider,
```C#
public void OnCollisionEnter2D(Collision2D collision){
node1.AddForceAtPosition(collision.relativeVelocitycollision.otherRigidbody.mass, collision.transform.position, ForceMode2D.Force);
node2.AddForceAtPosition(collision.relativeVelocitycollision.otherRigidbody.mass, collision.transform.position, ForceMode2D.Force);
}
public void OnCollisionStay2D(Collision2D collision){
node1.AddForceAtPosition(collision.relativeVelocitycollision.otherRigidbody.mass, collision.transform.position, ForceMode2D.Force);
node2.AddForceAtPosition(collision.relativeVelocitycollision.otherRigidbody.mass, collision.transform.position, ForceMode2D.Force);
}
but the objects mostly just bounce off it instead of "pushing" the structure down because from the object's POV, the connection collider is not truly dynamic, its just being teleported into place to stretch across the gap. Is there any good way to give the joint collision and have its interactions affect the nodes?