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Question by Riiich · May 06, 2020 at 02:23 AM · rigidbodyjointsspringjoint

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?

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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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