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Pre-Sale Question
#1
I dont know if this product fit my need's so i want to ask some questions.

- Is it possible to create the Rope in Runtime not only Editor Mode?
- Can i connect two GameObjects which have maybe an Rigidbody attached?
- Can i extend the Rope in Runtime, for example the player holds one end of the rope and walks to extend it to X meter?
- When the Rope is to long, can it be roll up?
- Can the Rope tear, when the carried object is to heavy?
- Is it possible to sync it over the network?
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#2
(27-10-2017, 09:10 AM)Rexima Wrote: I dont know if this product fit my need's so i want to ask some questions.

- Is it possible to create the Rope in Runtime not only Editor Mode?
- Can i connect two GameObjects which have maybe an Rigidbody attached?
- Can i extend the Rope in Runtime, for example the player holds one end of the rope and walks to extend it to X meter?
- When the Rope is to long, can it be roll up?
- Can the Rope tear, when the carried object is to heavy?
- Is it possible to sync it over the network?

- Yes.
- Yes. full two-way coupling is supported with an arbitrary number of rigidbodies, attached at any point of the rope.
- Yes. Use the ObiRopeCursor component. You can add/reel rope in both directions starting at any point in the rope.
- Yes, but you have to write the logic yourself, something like if (rope.lenght > something) roll up.
- Yes. There's a tear threshold that will break the rope when some tension value is exceeded.
- Yes, but you have to do this yourself. It will involve sending particle positions over to the clients.
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