04-07-2025, 11:29 AM
(This post was last modified: 06-07-2025, 06:21 AM by quent_1982.)
(04-07-2025, 09:46 AM)josemendez Wrote: Hi!
You can set the position along the rope using pinhole.position. This is a normalized coordinate that runs from 0 (start of the rope) to 1 (end of the rope).
See the VineClimbController sample script used in the VineSwinging sample scene, it sets the pinhole position to attach the character to a new position along the vine.
kind regards,
Hello,
Let me be more specific, I've already implement VineSwinging example to my player, except the change position because I do not need it in a sample's way.
So when the grabbed rope length is overridden by ObiCursor and ObiCursor is changing the rope's length, the position on the pinhole is not changing with rope length, that causing bugs when ObiPinhole is reach value that doesn't contains rope anymore. So is there a way to set ObiPinhole position dynamically without visual bugs or even physical bugs related to ObiCursor length changing?
P.S. I tried using _pinhole.CalculateMu(), but it returns the position as a percentage of the rope's length, which doesn't work for my use case. I need to grab a specific position on the rope and update it dynamically so that the visual position remains consistent rather than depended on percent of length.
Kind regards,