(04-02-2021, 09:04 PM)Hexagon Red Wrote: Rope is not staying connected to Particle Attachment points. Tried empty objects and outside object with collider. One end is coming from the character's backpack and the other end is connected to something in its hand, as soon as the character moves both ends jump/jitter.
Hi,
With so little information I can’t do much to help, I’d need more details:
- what kind of attachments are you using? Static, dynamic, or both?
- what does your setup look like? Where’s the solver component in relation to the character and the rope?
- does your character hierarchy contain colliders?
- if so, are collisions between the rope and these colliders enabled?
- how are you moving your character around? Rigidbody/forces, setting transform, character controller...?
A typical issue (might or might not be your case) that pops up often in the forum is using a dynamic attachment to attach a rope inside or very close to a collider that is also set to collide with the rope. This will result in all sorts of jittering and weirdness because it creates an impossible to solve situation: the rope can’t be simultaneously inside and outside the collider. The solution in this case is simply to deactivate collisions between the part of the rope inside the collider, by making use of phases. This specific problem has its own section in the manual, see the last bit of:
http://obi.virtualmethodstudio.com/tutor...aints.html