28-06-2019, 10:39 AM
(27-06-2019, 12:59 PM)josemendez Wrote: Hi there,
I sent you a PM with the solution (at least one that makes sense to me... try it out and report back the results!). It basically involves updating your transform in FixedUpdate(), and the rope in AfterFixedUpdate(), so that things happen in the correct order.
every time Unity decides to update physics:
1.- move the transform
2.- update the rope simulation.
kind regards,
Thanks!
I will try to adapt our code to work that way, although it risks breaking many things. The main reason why I wrote is because it used to work fine in 3.2, and was broken somewhere between 3.2 and 3.5.