#Tethered Balls

1 messages · Page 1 of 1 (latest)

high steeple
green sparrow
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joint.connectedAnchor = grapplePoint;
This is just wrong

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As ive said, dont use world space anchor if you have a connected body

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If that makes you glitch, theres something else to fix

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Try with a smaller spring value too

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Like start with 1

high steeple
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I reverted it after the line you gave me made it warp out

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Forgot to paste it with the line you gave me

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The spring values arent really the issue. They are the way they are to mimic a rope as much as possible

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If you know a way to replace this springjoint with some sort of physics rope im all ears

green sparrow
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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

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I added it on a Sphere gameobject that has a collider and a rigidbody.

high steeple
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In bed will check in the am. I really appreciate the time you've taken

high steeple
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theres no raycast, how does this relate to my context?

green sparrow
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It was just to prove that a dynamically created spring joint works like that

high steeple
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When you say it works fine, what does that mean

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this line did some cool stuff

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most importantly, this line worked as it should on static objects

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sent me to space on a moving collider, but can replace grapplePoint = swingHit.hit;