DrawRope | Draws a realistically sagging rope in Unity | Game Engine library
kandi X-RAY | DrawRope Summary
kandi X-RAY | DrawRope Summary
Draws a realistically sagging rope in Unity (in C#)
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QUESTION
I have a rope generated by pure code in a script to do a fishing line in unity, the problem here is when i put the fishing buoy on the rope tip, the rope stretches infinitely and i want the buoy hanging, i tried changing the rope length and the segment sizes but it just keeps stretching, also i know that there is another way with the hinge joint 2d from unity, but i dont think its realistic enough to make a fishing line
Here is my code:
...ANSWER
Answered 2021-Oct-24 at 13:43Did you also try the Spring Joint in unity, it might be realistic enough and you could avoid doing a lot of hard coding.
QUESTION
When I shoot my grappling gun at a surface it works how it is supposed to but when I go to switch weapons I am still attached to the surface and I have to swap back to the grappling gun to detach myself from the surface. Does anyone know how I could make it so that I get detached when I swap weapons?
Here is the weapon switching code:
...ANSWER
Answered 2021-Aug-09 at 19:41Could you share a screenshot of your object hierarchy?
It looks like your SelectWeapon method iterates through child 'weapon' Transforms, so I'm guessing your weapon objects are children of the object with the WeaponSwitching script attached... is the Grappling Gun script attached to one of these child weapon gameobjects, or is it attached to the parent? If it's attached to the parent then the weapon switching isn't turning it off.
In either case, you could have your WeaponSwitching script(s) run the StopGrapple method in your GrapplingGun script when switching weapons, which I think should do the trick? Something like this:
QUESTION
Following a tutorial, I'm trying to use a grappling gun mechanic that utilizes a spring joint and Line Renderer.
I've got the line drawing upon mouseclick, but the end of the line is not drawing where the user clicks.
It looks like this:
Can anyone kind of help me out as to why it's not working? Here's the (wonky) project in action- https://i.imgur.com/IuMsEsQ.mp4
Grappling gun code:
...ANSWER
Answered 2020-May-16 at 09:14The underlying issue is your raycast. the second parameter is the direction of the ray, which you have as the camera direction. Currently your ray is pointing forward from the camera at all times as a result.
What you can do is use Camera.ScreenPointToRay to give a ray to cast along to give you a 3d mouse position to cast to, then use your current raycast but replace the second parameter with the direction from the player to the point hit by the raycast from the function mentioned before
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