Selected object toolbar

Add Or Choose Joint

Shows the joint list for the selected object. From here the player can add revolute, prismatic, distance, weld, or rope style connections.

When it appears

Where this control fits

Appears when the selected object is allowed to create or choose a joint.

What It Opens

Opens the joint list dialog, where the selected object can be connected through supported joint types.

Why It Matters

Shows the joint list for the selected object. From here the player can add revolute, prismatic, distance, weld, or rope style connections.

Detailed behavior

How this control works

This section expands the short walkthrough row into the practical behavior a player or level creator needs to understand.

Connection Entry Point

Use this control to add the physical relationship before tuning the relationship. Joint Settings comes after a joint exists.

Joint Types

The joint list can include revolute, prismatic, distance, weld, and rope-style constraints depending on the object and level context.

Machine Building

Joints are the heart of rotating arms, sliding platforms, bridges, pendulums, ropes, pin mechanisms, and rigid assemblies.

Budget Relationship

In Build To Solve levels, joint choices can add cost, especially motors, limits, pinning, and long distance connections.

What each control does

Control reference

These are the practical controls, values, and toggles connected to this toolbar entry.

Revolute Joint

Creates a rotating connection. Use it for wheels, doors, levers, flippers, arms, and pivots.

Prismatic Joint

Creates a sliding connection along a horizontal, vertical, or custom axis. Use it for pistons and moving platforms.

Distance Joint

Keeps two objects at a configured distance while allowing rotation. Use it for rods, loose links, and hanging mechanisms.

Weld Joint

Locks two objects together so they behave like one rigid assembly.

Rope Joint

Keeps connected bodies within a maximum distance, like a rope or tether.

Add Additional Joint

Adds another joint connection when the object supports more than one joint.

Remove Joint

Removes the selected joint connection from the object.

Current Joint

Chooses which joint is active when an object has multiple joints.

How to use it

Practical workflow

Use this flow while building or debugging a level that depends on this control.

Select the object that should become part of a mechanism.

Open Add Or Choose Joint and pick the connection type.

Place or choose the connected body if the joint needs another object.

Then open Joint Settings to tune limits, motors, and spring behavior.

Test the joint under real load.

A joint that works alone can fail once the full machine starts moving.