I currently have two SKSpriteNodes that I have added SKPhysicsBodies to. When they have no SKJoint attached, they collide as expected. As soon as I add the SKPhysicsJoint, they just pass right through each other. Any joint I add functions properly, but the SKPhysicsJointLimit only limits the extent to which the nodes can travel apart from each other, not how close they can get. How can I fix this?
Here is code I am using for the joint:
let joint = SKPhysicsJointLimit.joint(withBodyA: object1.physicsBody!, bodyB: object2.physicsBody!, anchorA: CGPoint(x: object1.position.x + iconController.position.x, y: object1.position.y + iconController.position.y), anchorB: CGPoint(x: object2.position.x + iconController.position.x, y: object2.position.y + iconController.position.y))
joint.maxLength = screen.height * 0.4
physicsWorld.add(joint)
PhysicsBody of both nodes:
self.physicsBody = SKPhysicsBody(circleOfRadius: self.size.width / 2)
self.physicsBody?.allowsRotation = false
self.physicsBody?.friction = 0
self.physicsBody?.mass = 0.1
I have tested it with different values for the above modifications of the SKPhysicsBody and it performs the same.