16-06-2025, 06:44 PM
(This post was last modified: 16-06-2025, 06:44 PM by quent_1982.)
Quote:If you're using a collider to register collisions against the rope, what's the point of converting it to a trigger *after* grabbing the rope? Isn't it better to just use a trigger to detect the collision?
Does it mean that I can read trigger events from ObiSolver.OnCollision event too? If that's true it will be great!
Quote:How are you performing the rotation? Note that physics in Unity don't run every frame, so if you rotate the object by simply transform.Rotate or rotation = something in Update(), that will cause a gap. It's best to use torques as Chenji pointed out, since they are part of the physics simulation. This is what the Vine example does, as its character controller is fully physics based.
I'm rotating player by default using AddTorque, I do not know why Chenji mentioned it, so it is still not clear why there is a gap and how to properly force rope to follow player's hands after succeseful grabbing.
Kind regards