Is it possible to remove joints?

Hi!

Pretty simple question. After using mesh.physicsImpostor.addJoint(mesh2, joint); I’m wondering if there is a mesh.physicsImpostor.removeJoint(mesh2, joint); or something similar. Is it a thing?

Thanks for help, Givo

pinging @Cedric

Hi Givo, does this work for you?
scene.getPhysicsEngine().removeJoint();
https://doc.babylonjs.com/api/classes/babylon.physicsengine#removejoint

1 Like

Yes! Thanks!

why is it under scene?