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/// - The <param name="objectToConnectTo"/> can be viewed as the parent.
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/// <br/>
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/// This is the recommended way, as opposed to parenting, to attached/detatch two rigid bodies to one another when <see cref="UseRigidBodyForMotion"/> is enabled.
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/// This is the recommended way, as opposed to parenting, to attached/detach two rigid bodies to one another when <see cref="UseRigidBodyForMotion"/> is enabled.
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/// For more details on using <see cref="UnityEngine.FixedJoint"/> and <see cref="UnityEngine.FixedJoint2D"/>.
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/// <br/>
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/// This provides a simple joint solution between two rigid bodies and serves as an example. You can add different joint types by creating a customized/derived
/// this will detach from the fixed joint and destroy the fixed joint component.
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/// </summary>
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/// <remarks>
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/// This is the recommended way, as opposed to parenting, to attached/detatch two rigid bodies to one another when <see cref="UseRigidBodyForMotion"/> is enabled.
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/// This is the recommended way, as opposed to parenting, to attached/detach two rigid bodies to one another when <see cref="UseRigidBodyForMotion"/> is enabled.
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/// </remarks>
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publicvoidDetachFromFixedJoint()
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{
@@ -1240,18 +1240,18 @@ public void DetachFromFixedJoint()
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