30-11-2022, 01:50 PM
Quote:The idea actually is not to resolve the issue, b ut rather than replicate the real system we have, In which the pulley moves freely according to the rope direction.
In that case using a joint will allow the pulley to rotate freely in the vertical axis, this might be a better approach than kinematically forcing the orientation using Quaternion.LookAt. See: https://docs.unity3d.com/Manual/class-HingeJoint.html
kind regards,