So, I made another thread to this other subject, I thoug it was less messy to do so.
I was about to make a mod to the Phisycs behaviour, but I read your post about not doing so.
My problem is, I was unable to find a way to edit Joints that were already created, or destroying single joints. Or not an Elegant way in any case.
�Is there a way I can make a behaviour for enabling edit of joints without changing the Physics behaviour?
Well, what I was about to do is some functions to mod or delete joints. I also thought to make a variable or somthing like "lastCreatedJointIndex" so when you create a joint that you desire to control, you should store it's index in a instance (or global, warever) variable.
Then, the functions of modding and deleting should ask for an index. Maybe, there could be another variable "lastCreatedJointIndexOther", this would return the same joint, but indexed by the other object it is attached.
�Do you think is this possible to be applyed in the short run?