15-11-2018, 04:12 PM
(15-11-2018, 03:27 PM)josemendez Wrote: 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.
I tried to reducing rope resolution but that only increased the pumpyness of the rope, it started to ask it smaller movements.
It there maybe something like a drag option, like unity has on there rigedbody scripts?