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Help  Creating a bungee jumping rope
#5
(29-08-2022, 03:58 PM)josemendez Wrote: I don't quite get why you're changing the rope's rest length using a cursor then. Bungee coords have a fixed rest length (that is, if you measure the rope without stretching it). The rope will stretch a different amount depending on platform height and character weight, as well as the rope's compliance (elasticity). This is automatically simulated by Obi, you don't need to do any special calculations on your part for this to happen.

If you hang an object from a rope, the rope will stretch more or less depending on the difference in mass between the object and the rope. This is also affected by the object's falling speed.

Depending on the platform height and character weight, players will be choosing a rope length. This is something related to successfully completing the level and getting high score. 


Quote:The blueprint path is just an asset that determines the rope's initial shape and length, it does not have a position/orientation in the scene. At runtime, the rope is instantiated at its transform's position and rotation, once it's instantiated it will move independently from the transform (for an obvious reason: a transform determines a single position/orientation in space, but different parts of a rope can be at different positions / orientations so it can't be expressed as a single transform).

So you have two options: either instantiate the rope after setting its transform, or use rope.Teleport() to teleport the entire rope to a new location after instantiating it.


Thank you so much for the help! rope.Teleport() worked very well for me! No issues with the location Sonrisa  Corazón
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Messages In This Thread
Creating a bungee jumping rope - by HazarS - 27-08-2022, 09:32 PM
RE: Creating a bungee jumping rope - by HazarS - 29-08-2022, 01:46 PM
RE: Creating a bungee jumping rope - by HazarS - 30-08-2022, 01:34 PM