Trying to make an object that is affected by rigidbody physics in exactly the same way as the object it's linked to. So torque, velocity, and any resultant torque or velocity from a collision.
I've tried using FixedJoint2D, my objects share velocity but do not share torque, applying torque doesn't do anything to either object, it seems locked. I tried using other joints, such as DistantJoint2D(doesn't match y value, only separation value), TargetJoint2D(immediately negates velocity), RelativeJoint2D(The closest to actually working, but glitches out when torque is applied, it acts on a centre of mass between the two connected objects and the objects sort of spin around each other, sometimes getting closer together or farther apart)
I also can't just apply the transform position and rotation to the second object, since these objects will be colliding with moving objects. The objects that they collide with slide into the squares and are pinched away when using this method.
So I need to know if there is a way to use the FixedJoint2D or RelativeJoint2D or another method or joint that I do not know of to achieve this same effect. Perhaps applying the collision forces happening to one object to the other but it needs to be immediate and I don't know how to apply the collision from one object to another.