20-08-2019, 05:33 PM
(19-08-2019, 06:57 AM)LCKuo Wrote: I m trying to create a crane like rope behavior. But it's hard. Since I applied scalable rope length component then the rope just get bouncy.
It's looks like we have to put tether constrain. This's what we made. And This is what we need to be like
Those parameters just killing me. Is there any parameters that we can to refer to?
Simply don't use a particle-based solver for this. While ok for smaller cranes with mass ratios close to 1:1, a large crane with huge mass ratios is the worst-case scenario for a particle based iterative solver. If you look around, there's many threads on this forum asking the exact same question.
You could get it working by reducing the fixed timestep quite a lot (see https://docs.unity3d.com/Manual/class-TimeManager.html), but it will never be perfect.
We have another asset specifically designed for cranes and pulley systems, that will handle this a lot better:
https://assetstore.unity.com/packages/to...tor-133620
Let me know if you want to switch assets and I will start a refund process for Obi.