使用编辑器为两个body添加固定关节

效果正常:

但是我通过代码创建
const nodeA = new Node('A') nodeA.setParent(this.node) nodeA.position = new Vec3(-200, 0, 0) nodeA.addComponent(Sprite).spriteFrame = res nodeA.getComponent(Sprite).color = Color.RED nodeA.getComponent(UITransform).setContentSize(100, 100) nodeA.addComponent(RigidBody2D).type = ERigidBody2DType.Dynamic nodeA.addComponent(BoxCollider2D).size = new Size(100, 100) const nodeB = new Node('B') nodeB.setParent(this.node) nodeB.position = new Vec3(200, 0, 0) nodeB.addComponent(Sprite).spriteFrame = res nodeB.getComponent(Sprite).color = Color.GREEN nodeB.getComponent(UITransform).setContentSize(100, 100) nodeB.addComponent(RigidBody2D).type = ERigidBody2DType.Dynamic nodeB.addComponent(BoxCollider2D).size = new Size(100, 100) const fixedJoint = nodeA.addComponent(FixedJoint2D) fixedJoint.connectedBody = nodeB.getComponent(RigidBody2D) fixedJoint.anchor = new Vec2(200, 0) fixedJoint.connectedAnchor = new Vec2(-200, 0)
效果就不对,关节节点会被连接到屏幕左下角,nodeB.getComponent(RigidBody2D)打印了,不为空,延迟添加关节也一样!有知道为什么的吗?
