10-02-2021, 12:19 PM
(This post was last modified: 10-02-2021, 12:20 PM by josemendez.)
Hi there,
Taking a look at your project, the issue is that you're using a ObiFixedUpdater, but the character animation is updated in LateUpdate(). This means the rope will always be one frame behind the animation (since FixedUpdate() is called before LateUpdate(), see: https://docs.unity3d.com/Manual/ExecutionOrder.html), and will jitter as it tries to keep up with it.
Either animate your character in FixedUpdate, or use ObiLateUpdater instead. See: http://obi.virtualmethodstudio.com/tutor...aters.html. Sent a video of the result to your email.
Taking a look at your project, the issue is that you're using a ObiFixedUpdater, but the character animation is updated in LateUpdate(). This means the rope will always be one frame behind the animation (since FixedUpdate() is called before LateUpdate(), see: https://docs.unity3d.com/Manual/ExecutionOrder.html), and will jitter as it tries to keep up with it.
Either animate your character in FixedUpdate, or use ObiLateUpdater instead. See: http://obi.virtualmethodstudio.com/tutor...aters.html. Sent a video of the result to your email.