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Question by ArtAes · Sep 18, 2018 at 11:36 AM · collisiongameobject1st persongrappling gunhook

3D Grappling Hook shape skewing *PLZ HELP*

I am in an entry level game design class and I wanted to do something cool as far as movement mechanic for my game. I followed a rather decent tutorial by Sykoo on youtube (https://www.youtube.com/watch?v=MR1XK-q265E) on how to make a functioning grappling hook inside of unity.

Seemed awesome... Seemed doable...

However once you start banging the hook object around a playfield the shape of the hook obj begins to distort and grow in size.

I have read through a number of tutorials at this point recommending parenting to an empty game object. I have tried parenting the various components to empty game objects, but that hasn't changed anything for me.

I have been thinking about using an Instantiate approach, but I am a little lost with that process...

Any ideas or suggestions on how I can get this working correctly?

I have attached a picture of the object before and after a few "hooks" to illustrate my woes.

Thanks!

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class GrapplingHook : MonoBehaviour
 
 {
     public GameObject hook;
     public GameObject hookholder;
 
     public float hookTravelSpeed;
     public float playerTravelSpeed;
 
     public static bool fired;
     public bool hooked;
     public GameObject hookedObj;
 
     public float maxDistance;
     private float currentDistance;
 
     private bool grounded;
 
     public void Example(Transform newParent)
     {
         //Sets "newParent" as the new parent of the player GameObject.
         hook.transform.SetParent(newParent);
 
         //Same as above, except this makes the player keep its local orientation rather than its global orientation.
         hook.transform.SetParent(newParent, false);
     }
 
     void Update()
     {
         //firing the hook
         if (Input.GetMouseButtonDown(0) && fired == false)
             fired = true;
 
         if (fired == true && hooked == false)
 
         {
             hook.transform.Translate(Vector3.forward * Time.deltaTime * hookTravelSpeed);
             currentDistance = Vector3.Distance(transform.position, hook.transform.position);
 
             if (currentDistance >= maxDistance)
                 ReturnHook();
         }
 
         if (hooked == true && fired == true)
         {
             hook.transform.parent = hookedObj.transform;
             transform.position = Vector3.MoveTowards(transform.position, hook.transform.position, Time.deltaTime * playerTravelSpeed);
             float distanceToHook = Vector3.Distance(transform.position, hook.transform.position);
 
             this.GetComponent<Rigidbody>().useGravity = false;
 
             if (distanceToHook < 1)
             {
                 if (grounded == false)
                 {
                     this.transform.Translate(Vector3.forward * Time.deltaTime * 40f);
                     this.transform.Translate(Vector3.up * Time.deltaTime * 80f);
                 }
 
                 StartCoroutine("Climb");
             }
         }
         else
         {
             hook.transform.parent = hookholder.transform;
             this.GetComponent<Rigidbody>().useGravity = true;
         }
 
     }
 
     IEnumerator Climb()
     {
         yield return new WaitForSeconds(0.1f);
 
         ReturnHook();
     }
 
     void ReturnHook()
     {
         hook.transform.rotation = hookholder.transform.rotation;
         hook.transform.position = hookholder.transform.position;
         fired = false;
         hooked = false;
     }
 
     void CheckIfGround()
     {
         RaycastHit hit;
         float distance = 1f;
 
         Vector3 dir = new Vector3(0, -1);
 
         if (Physics.Raycast(transform.position, dir, out hit, distance))
         {
             grounded = true;
         }
         else
         {
 
             grounded = false;
         }
     }
 }


[1]: /storage/temp/124728-skewexample.png

skewexample.png (150.9 kB)
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