Spring Joint and Tethered Ball

Hello,

I am wondering what the best approach for handling a tethered ball on a moving player might be. This is for 2D endless runner game. I have a CharacterController that runs right and increases velocity constantly.

Underneath the player transform I have a rigidBody(set to kinematic). The player holds a ball sprite which also has a rigid body and a
configurable joint that operates like a spring joint. Have tried with a spring as well. The rigidBody under the player is the connected body. I have all of my settings set so that when the User mouse clicks a point then I apply a force and the ball sprite / sphere collider / rigid body goes flying off in x and y and then springs back.

I run into problems when the velocity of the player increases. The ball motion and trail renderer attached to it begin to stutter . That makes sense though since the player is moving faster.

I’m just wondering if this is the cleanest approach to something like this. It works OK I guess but I feel like I could do it better. I could try using non physics but would have to handle the collisions and get into some Vector math which I could do but would mean a lot of re-writing.

Also wondering if this is not a bad way to go then how should I set up my joint. I’ve looked in a few places and its hard to get any good reference on Configurable joints. Spring joint works about the same.

Thanks

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