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Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
joint.connectedAnchor = grapplePoint;
This is just wrong
As ive said, dont use world space anchor if you have a connected body
If that makes you glitch, theres something else to fix
Try with a smaller spring value too
Like start with 1
I reverted it after the line you gave me made it warp out
Forgot to paste it with the line you gave me
The spring values arent really the issue. They are the way they are to mimic a rope as much as possible
If you know a way to replace this springjoint with some sort of physics rope im all ears
Just tested with this snippet:
var rb = GetComponent<Rigidbody>();
var joint = gameObject.AddComponent<SpringJoint>();
joint.autoConfigureConnectedAnchor = false;
joint.connectedAnchor = Vector3.zero;
joint.connectedBody = otherRigidbody;
joint.spring = 10;
And it works fine
I added it on a Sphere gameobject that has a collider and a rigidbody.
In bed will check in the am. I really appreciate the time you've taken
theres no raycast, how does this relate to my context?
Raycast is unrelated to your problem
It was just to prove that a dynamically created spring joint works like that