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Spring Joint 2D: Can't slow down anchored object while at high frequency.
I've got a problem pertaining to using Unity's SpringJoint2D component. I'm using a grappling hook mechanic in which I fire a hook at an object. When attached, the player can then click a button to pull the object or themselves to it.
I recently had a problem in which pulling was too springy. That was quickly alleviated by increasing the frequency when pulling.
However, this now makes pulling way too fast for what I want, especially when pulling myself to a target. I want it to move the player at a more manageable speed without the excessive spring. It feels like SpringJoint2D just ignores all other physics values. Is this by design or is there another way to go about it?
For instance, I've tried increasing the linear drag and clamped velocity on the player's rigidbody2D, increased the damping ratio on the spring joint all the way to 1.
Thanks for your awesome help!
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