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Question by Boubidouwap · Mar 12, 2015 at 04:34 AM · jointropehinge

Make a rope

Hi everyone ! :)

i'm having some problems with hinge joint :/ I want to create a game similar to this one but the best i can get is this :( my ball is too light and the rope is really bad compared to the first example :(

Do you guys have some advices ? You will definetly save my life, i'm on this for 3 days :(

Thank you in advance !

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avatar image Scribe · Mar 12, 2015 at 01:45 PM 0
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There seem to be two problems, your rope is a big one, it feels like segments can't be within a certain distance of adjacent segments, i.e you have a $$anonymous$$imum lenght of segements more than 0, and therefore they can't fall straight down onto an adjacent segment, I haven't actually looked at the the changeable things on the hinge joints but my ideas of how to fix this would be:

  1. make the segments smaller, although this would act the same, it would be less noticeable, more computation required but for a simple game probably not going matter too much!

  2. Allow rotation in the axis that we can't see, this would mean from our view segments can actually fall straight down, even though in reality they are falling backwards or forwards and therefore we can't see it happening

  3. Assign a maximum length to segments and let the $$anonymous$$imum length of segments be 0, this would hopefully allow segments to fall straight towards other segments, though it might make the rope feel to elastic.

For the ball being too 'floaty' as you said changing the mass isn't helping, perhaps try changing gravity! You could set gravity to (0, -20, 0) or so, and see if that helps, gravity is a force, but it is directionally proportional to mass so it actually acts as an acceleration technically, so items of different mass will still fall at the same speed under the influence of gravity.

avatar image Boubidouwap · Mar 12, 2015 at 03:03 PM 0
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Hello Scribe !

First of all thanks for your time and your help :)

i've made some changes here what it's look like now : Here

  • As you see i've added a lot of little balls so we can think it'a a rope

  • I've increased the Position / Velocity iterations so i don't have this elastic rope (lesser than before)

  • I use Sprites, 2d hinged joints and 2d Rigidbody so I can't use the z axis :/

I didn't understand your third point :(

Thanks again for your time ;)

avatar image Scribe · Mar 12, 2015 at 05:29 PM 0
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looks better, are you sure you haven't got the 'collide with connected' ticked box checked? The third point was because I thought maybe all the hinge joints were secured at a certain length and so rather than falling down on their connected component they would have to rotate around it which slows down the falling and doesn't act like a rope which can pass directly over itself. I thought maybe using a distance hinge might help as iirc you can set a max distance but it allows it to go to 0 length as well.

avatar image Boubidouwap · Mar 13, 2015 at 09:43 AM 0
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Nope the collide with connected is not checked :) i tried the distance joint and it does some weird things x)

avatar image Boubidouwap · Mar 16, 2015 at 11:07 AM 0
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Well still nothing here, i'm sick with this rope ... I think i've tried every possibilities in the inspector and nothing works :(

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Answer by Qasem2014 · Mar 12, 2015 at 06:16 AM

from rigidbody component change the Mass property . set it to 5 or 10 then test it again :) hope it work :)

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avatar image Boubidouwap · Mar 12, 2015 at 11:39 AM 0
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Thank you for your reply :) i've tried it but the ball is still "floaty" and i don't know how to do it :/

Thank you :)

avatar image HolBol · Mar 12, 2015 at 02:38 PM 0
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Tried increasing the drag?

avatar image Boubidouwap · Mar 12, 2015 at 03:08 PM 0
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Yes it just make the ball even more floaty, like if we are in space x)

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