So, I have a player character who has a form that possesses a grappling hook / ninja rope ability similar to the ninja rope weapon in worms, except it collides with the terrain. I've done up the sprite of a segment of rope, and alternate a Rigidbody2D based scene with a PinJoint2D based scene, screenshots attached. Then I initialize the rope system to pin to the anchor on the player. Then I pin on the top of the rope segment, with the bottom of the rope segment receiving a pin. Then it's initialized, and I can just alternate adding on rope segments and pins, updating the anchor of the last pin to be the new rope segment, and the new rope segment the new attachment for the grappling hook head. It's all controlled by a set of coroutines using a timer and an enum. All the player has to do is call step() on the player's anchor script and it will step through the various states and make the rope do different things, whether it's on standby, extending, affixed, or retracting.
The problem is, it doesn't spawn the ropes. Or at least, it doesn't spawn them in the right position, despite my coding it that way. When I look at the remote scene there is a collection of like 3-4 pins and one rope segment, along with the grappling hook which flies in its parabola ok. I just need the chain to instantiate behind it as it goes.