Like the title says I'd like to make a new rope object out of the torn ropes pieces. For what I need to do, I cannot have two pieces of a rope as the same gameObject. I was thinking of using the ObiRopeCursor. I could get the particle where the rope is torn, init a new prefab based of the length of the original rope minus the tear particle index and use the cursor to set the new and the old ropes lengths. Works in theory. Is this the way to go about it or is there an easier way? It would be a nice API addition for obi rope, a little bool parameter under the Tearable param .
Instantiate new rope on tear
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Messages In This Thread |
Instantiate new rope on tear - by niZmo - 06-09-2017, 02:55 PM
RE: Instantiate new rope on tear - by josemendez - 06-09-2017, 08:30 PM
RE: Instantiate new rope on tear - by niZmo - 06-09-2017, 10:42 PM
RE: Instantiate new rope on tear - by josemendez - 07-09-2017, 10:54 AM
RE: Instantiate new rope on tear - by niZmo - 07-09-2017, 02:14 PM
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