(01-02-2022, 11:00 AM)josemendez Wrote: Use a dynamic attachment to attach the rope to the ring and the player, then apply an impulse to the ring's rigidbody to launch it, simple as that.So I can't figure out how to set it up.
The devil is in the details though. You must make sure that the transform hierarchy in your scene makes sense, and be wary of attaching the rope inside a collider, if they're both set to collide with each other (as this will cause jittering): use collision filtering to deactivate collisions between the ends of the rope and the character/ring.
Note: I see in your screenshots that your ring has two colliders, but only one if them has a ObiCollider (the circle collider, which is disabled). Each collider must be wrapped by a ObiCollider in order to work with Obi, keep that in mind.
let me know if you need further help,
http://obi.virtualmethodstudio.com/manua...aints.html
Here at the end of the topic, an example of my problem is given.
The screenshots show what happens to me. I have one side of the rope pulled away from the ring collider. And I want the end of the rope to be strictly in the ring collider, and not go beyond this collider
How can I make the dot always be in this position relative to the player?
After the start, she leaves somewhere))
Before start>
after start>