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My Rope 2D System behaves abnormally
I know there are lots of these questions but they couldn't answer me !!
So straight to the question
In my game i am having the series of small GameObjects which are attached to one another using HingeJoint2D....this is my rope..
the first end of the rope is stuck on the wall and the other part is attached to the player,,therefore player hangs on the rope...
here is the problem :- 1. my rope is not behaving like actual rope... 2. when the player attains mass the rope flies apart ,,,,, basically the distance between the GameObjects from which the rope is made up off increases ..
And One more thing i am working on 2D game :)
Any Suggestions will be appreciated ...
Each Joint object has a Break force parameter, if I remember correctly - I haven't used joints much but I do remember that they break apart easily at standard parameters. Try finding and increasing the break force number in the inspector of each joint.
Also, "E$$anonymous$$em32", going by other people's famous stage name isn't cool. Unless you really are $$anonymous$$r. $$anonymous$$arshall $$anonymous$$athers, in that case, hi! :D
Well @Eudaimonium break force are set to infinity....
And About the name... FANS ARE ALWAYS LI$$anonymous$$E THAT !! :D
After spending whole night searching , today i got the second problem fixed !! I was playing with the Rigidbody2D values of every gameobject of my rope and i figured it out when mass and gravityScale is set to a lower value rope doesn't flies apart until a huge force is applied by the hanging object on the rope.. :D
But Still rope doesn't work like realistic rope :/
Answer by MelvMay · Jun 01, 2016 at 03:15 PM
You should additionally connect the first and last Rigidbody2D (or to the world if there's no first Rigidbody2D) using a DistanceJoint2D with MaxDistanceOnly set to true.