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Question by AaronDuke · Apr 22, 2016 at 07:37 PM · hingejointconnectedbody

How do i Instantiate multiple game objects with Hinge joints that have there Connected body to the previous Instantiated game object?

So i have a rope game object with the Instantiated as children of the rope game object, but how can i set the connected body of the Instantiated hinge joints to the previous Instantiated object so its like rope?

for example;

rope: Instantiated 1 Instantiated 2 Instantiated 3 how do i set the 3rd Instantiated object connected body to the 2nd Instantiated object and the 2nd Instantiated object connected body to Instantiated object 1?

using UnityEngine; using System.Collections;

public class Rope : MonoBehaviour {

 public int ropeLength;

 public GameObject ropeSegment;
 GameObject[] length;
 public Vector3 ropeSegmentLoc;

 Rigidbody cloneRb;

 public int segmentNumber;

 Rigidbody connectedRbBody; // the connected body for the segment joints

 HingeJoint c;


 int connectedbody;

 void Start () {


     GameObject[] spawned = GameObject.FindGameObjectsWithTag("rope"); // Instatiated segments with tag 

     length = new GameObject[ropeLength];
 
 
     for ( int i = 0; i < length.Length; i++){


         GameObject clone = (GameObject) Instantiate(ropeSegment, ropeSegmentLoc,  Quaternion.identity); // clones ropeSegment
         clone.transform.parent = this.transform; // sets the parent of the clone to the base 

         cloneRb = clone.GetComponent<Rigidbody>(); // clones rigidbody

         c = cloneRb.hingeJoint; // clones hingeJoint


         segmentNumber ++;
         clone.name = segmentNumber.ToString(); // sets the name of each Instantiated ropeSegemnt clone to a number



         length[i] = ropeSegment;
         //Debug.Log(i);


     }
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