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Question by ZappyLeader5615 · May 07 at 04:14 PM · 3dgravityspringjointgrappling gunspring joint

Spring Joint Grappling Hook help please

so I am trying to make the grappling gun in this video: https://www.youtube.com/watch?v=Xgh4v1w5DxU and I finished the code and everything, but I've ran into a problem. when I grapple onto an object, I swing normally until it just slows to an almost stop (still moving, verrrrrrry slowly). I'm not sure whats causing this. Any help would be appreciated.

video of whats happening cuz its hard to explain: https://youtu.be/FdW_euqCKF4

my code:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class GrapplingGun : MonoBehaviour
 {
     private LineRenderer lr;
     private Vector3 grapplePoint;
     public LayerMask whatIsGrappleable;
     public Transform gunTip, camera, player;
     private float maxDistance = 100f;
     private SpringJoint joint;
     public Rigidbody rb;
 
     void Awake() {
         lr = GetComponent<LineRenderer>();
         rb = player.GetComponent<Rigidbody>();
     }
 
     void Update() {
         if (Input.GetMouseButtonDown(0)) {
             StartGrapple();
         }
         else if (Input.GetMouseButtonUp(0)) {
             StopGrapple();
         }
     }
 
     //Called after Update
     void LateUpdate() {
         DrawRope();
     }
 
     /// <summary>
     /// Call whenever we want to start a grapple
     /// </summary>
     void StartGrapple() {
         RaycastHit hit;
         if (Physics.Raycast(camera.position, camera.forward, out hit, maxDistance, whatIsGrappleable)) {
             grapplePoint = hit.point;
             joint = player.gameObject.AddComponent<SpringJoint>();
             joint.autoConfigureConnectedAnchor = false;
             joint.connectedAnchor = grapplePoint;
             joint.connectedBody = rb;
 
             float distanceFromPoint = Vector3.Distance(player.position, grapplePoint);
 
             //The distance grapple will try to keep from grapple point. 
             joint.maxDistance = distanceFromPoint * 0.5f;
             joint.minDistance = distanceFromPoint * 0.25f;
 
             //Adjust these values to fit your game.
             joint.spring = 4.5f;
             joint.damper = 7f;
             joint.massScale = 4.5f;
 
             lr.positionCount = 2;
             currentGrapplePosition = gunTip.position;
         }
     }
 
 
     /// <summary>
     /// Call whenever we want to stop a grapple
     /// </summary>
     void StopGrapple() {
         lr.positionCount = 0;
         Destroy(joint);
     }
 
     private Vector3 currentGrapplePosition;
     
     void DrawRope() {
         //If not grappling, don't draw rope
         if (!joint) return;
 
         currentGrapplePosition = Vector3.Lerp(currentGrapplePosition, grapplePoint, Time.deltaTime * 8f);
         
         lr.SetPosition(0, gunTip.position);
         lr.SetPosition(1, currentGrapplePosition);
     }
 
     public bool IsGrappling() {
         return joint != null;
     }
 
     public Vector3 GetGrapplePoint() {
         return grapplePoint;
     }
 }
 
 
 

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