protected override void AttachGrabber(Grabber grabber)
        {
            base.AttachGrabber(grabber);
            FixedJoint joint = GetComponent <FixedJoint>();

            if (joint == null)
            {
                joint = gameObject.AddComponent <FixedJoint>();
            }
            joint.connectedBody = grabber.GetComponent <Rigidbody>();
            var anchor = grabber.transform.position - transform.position;

            joint.anchor      = anchor;
            joint.breakForce  = BreakForce;
            joint.breakTorque = BreakTorque;
        }
        protected override void AttachGrabber(Grabber grabber)
        {
            base.AttachGrabber(grabber);
            SpringJoint joint = GetComponent <SpringJoint>();

            if (joint == null)
            {
                joint = gameObject.AddComponent <SpringJoint>();
            }
            joint.connectedBody = grabber.GetComponent <Rigidbody>();
            var anchor = grabber.transform.position - transform.position;

            joint.anchor          = anchor;
            joint.axis            = Vector3.one;
            joint.breakForce      = BreakForce;
            joint.breakTorque     = BreakTorque;
            joint.spring          = Spring;
            joint.damper          = Damper;
            joint.massScale       = MassScale;
            joint.enableCollision = true;
        }
        protected override void AttachGrabber(Grabber grabber)
        {
            base.AttachGrabber(grabber);
            HingeJoint joint = GetComponent <HingeJoint>();

            if (joint == null)
            {
                joint = gameObject.AddComponent <HingeJoint>();
            }
            joint.connectedBody = grabber.GetComponent <Rigidbody>();
            var anchor = grabber.transform.position - transform.position;

            joint.anchor      = anchor;
            joint.axis        = Vector3.one;
            joint.breakForce  = BreakForce;
            joint.breakTorque = BreakTorque;
            joint.useLimits   = true;
            var limits = joint.limits;

            limits.min   = MinDistance;
            limits.max   = MaxDistance;
            joint.limits = limits;
        }