Quantcast
Viewing all articles
Browse latest Browse all 194

Rope simulation - Double spring joint problem

Hello! I am trying to simulate rope physics with spring joints (As hinge joints gave me serious trouble), and in order to appropriately simulate that thick rope has a maximum bend, I have attatched spring joints at every other joint. [http://imgur.com/QkpBFCc][1] <- Like so But Unity doesn't seem to like this! The "rope" starts to jiggle and bounce everywhere. I suspect I am doing something awfully wrong, someplace, but I can't quite figure out where. arrOfGameObjects is an array of instantiated prefabs. for(int i = 0; i < maxCount; i++) { //The last should not have a spring attached if(i < maxCount - 1) { SpringJoint spring = arrOfGameObjects[i].AddComponent(); spring.spring = springValue; spring.damper = dampening; spring.connectedBody = arrOfGameObjects[i + 1].rigidbody; SpringDrawer drawer = arrOfGameObjects[i].AddComponent(); drawer.target = arrOfGameObjects[i + 1].transform; drawer.width = 0.1f; drawer.Init(); } if (i < maxCount - 2) { SpringJoint spring = arrOfGameObjects[i].AddComponent(); spring.spring = springValue; spring.damper = dampening; spring.connectedBody = arrOfGameObjects[i + 2].rigidbody; } } [1]: http://imgur.com/QkpBFCc

Viewing all articles
Browse latest Browse all 194

Trending Articles



<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>