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Question by blogsabout · Jan 15, 2017 at 03:50 PM · unity5addforceplaymaker

Piles of balloons "tied" to a fixed position - addforce will push them, but how to they return to the "tied" place?

Hello there

I have set up a rigid body and added an Add force to my balloon. It has to look like the is being tied to a table. When I "push" it now, it will just be hit and fly away - how do I make it return as if the string/rope that is holding it (I'm just using an alpha gfx, since it's for mobile) it will return back as if the string is pulling it back again?

Any direction would be appreciated.

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Answer by GarretLawrence · Jan 16, 2017 at 08:53 AM

     //Store the fixed position
     Vector3 fixedPos;
     //Determine if the pile of ballon is being pushed away or idle
     bool isBeingPushed;
 
     void Start () {
         fixedPos = transform.position;
     }
     
     void Update () {
         
     }
 
     IEnumerator returnToFixedPos()
     {
         while(true)
         {
             //Return the pile of ballon to fixed postion
             transform.position = Vector3.Lerp(transform.position, fixedPos, 0.5f);
 
             //Check the distance to break the loop
             if(Vector3.Distance(transform.position,fixedPos) < 0.1f)
             {
                 isBeingPushed = false;
                 yield break;
             }
 
             yield return null;
         }
     }
 
     //After the pile of ballon is pushed away 
     //(maybe after the force == 0 or right after that) call this function
     public void Return()
     {
         if(!isBeingPushed)
         {
             StartCoroutine(returnToFixedPos());
             isBeingPushed = true;
         }
     }
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Answer by tanoshimi · Jan 16, 2017 at 07:01 AM

You need to add a joint connecting the balloons to the table. e.g. https://docs.unity3d.com/Manual/class-FixedJoint.html

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