15-11-2018, 03:27 PM
(This post was last modified: 15-11-2018, 03:32 PM by josemendez.)
(15-11-2018, 01:54 PM)imtehQ Wrote: Alright thanks for the reply.
Is there another way to make the ropes more stiff, as it needs to act as if it was a steel rope.
Im already changing its mass on the go to stay correct with its changing length, and that is solving some odd behavior when its longer, however its still a bit to spring like.
Any tips on that?
https://i.imgur.com/yMY5cfA.gifv
As far as realtime iterative solvers go, it is impossible to get 100% stiff constraints. There will always be a bit of springiness no matter what engine you use or what settings you have.
Increasing the amount of distance constraint iterations, and/or reducing the fixed timestep (see https://docs.unity3d.com/Manual/class-TimeManager.html) are the only things you can do to reduce stretchiness. Also, reducing rope resolution will help, as there will be less constraints to solve, allowing the simulation to converge faster.