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VR Grapple hooks
So I'm making a simple grapple hook for a VR game, and I'm using sprint joints.
I can get around the map ok, but I can't find any combination of realistic physics for a normal sized human. I'm quite close to a spiderman feel, but if I start a grapple too near, it does nothing. I've also had it with a good "grapple near" feel, but if I grapple a long way a way I'm blasted into infinity..
The values I've been playing around with are:
player
Mass: 1
Drag: 0
Angular Drag: 0.05
grapple
private float maxGrappleDistance = 0.8f;
private float minGrappleDistance = 0.25f;
private float jointSpring = 2.5f;
private float jointDamper = 0.25f;
private float jointMassScale = 4.5f;
float distanceFromPoint = Vector3.Distance(player.position, grapplePoint);
joint.maxDistance = distanceFromPoint * maxGrappleDistance;
joint.minDistance = distanceFromPoint * minGrappleDistance;
joint.spring = jointSpring;
joint.damper = jointDamper;
joint.massScale = jointMassScale;
But to be honest I've never really played around with joints before and I can't seem to find a good combination.
Any suggestions?
Answer by Riiich · Aug 31, 2021 at 02:35 PM
Messed around a bit and found a good combination of variables.
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