07-05-2020, 09:24 PM
I found an interesting thing and it's exactly the opposite of what I would expect.
When I set the offset parameter of batch.AddConstraint() to vector3.zero, it pins the rope to the center of the collider and the attached object is free to rotate.
Of course the physics goes bonkers because of the conflicting constraints, but if I change the phase, it hangs there and rotates around the local center freely.
Any other value of the offset I tried, within or outside of the block, prevents the rotation.
When I set the offset parameter of batch.AddConstraint() to vector3.zero, it pins the rope to the center of the collider and the attached object is free to rotate.
Of course the physics goes bonkers because of the conflicting constraints, but if I change the phase, it hangs there and rotates around the local center freely.
Any other value of the offset I tried, within or outside of the block, prevents the rotation.