I think it's kind of silly that the weld joint isn't implemented yet, when it's arguably the most basic joint. I've been using HingeJoint2Ds with the angular limits set to 0 as an alternative in the mean time, and they have a tenancy to glitch out quite often. When can we expect to see a WeldJoint2D implemented?
I don't have an ETA for you, sorry. I should add, you will still get this in the early 5.x product cycle.
Hey guys, I'm sorry to bump this and I totally don't mean to be rude or something, but what exactly is considered the 'early 5.x product cycle'? I really could use that joint.
It's already in 5.3 as a FixedJoint2D component along with three other joints from Box2D: TargetJoint2D (b2MouseJoint), RelativeJoint2D (b2MotorJoint) & FrictionJoint2D (b2FrictionJoint). That release also introduces breakable joints (for all joints), a buoyancy effector, configurable density for colliders, auto-anchor calculations, auto-distance for distance/spring joints and auto-angle for the slider joint. You can find out more details about that release on our RoadMap. If you are a Pro license user then you can check-out the 2D preview here: https://bitbucket.org/Unity-Technologies/2ddemos/wiki/Alpha Release 2