I am currently working on a Unity3d project that makes use of fixed joints. When connecting two GameObjects using a fixed joint, I noticed a behavior where the gameobject that becomes part of a fixed joint gets velocity added for a short time. The added velocity disappears after a fraction of a second.
I add the fixed joint as follows:
baseObject.AddComponent<FixedJoint>().connectedBody = targetObject.transform.GetComponent<Rigidbody>();
Is there an explanation for this behavior and is it possible to prevent it?