Thank you very much for your reply!
I calculate new position of dragging object in OnMouseDrag() function. And run coroutine for next frame as you say:
But this is not help.
And other question - why in your Chain demo you attaching TWO last control points to ball? I disabled second attachment to ball - and did not saw a difference.
I enabled "isKinematic" during dragging - and this is help. But not sure what this is good solution
I calculate new position of dragging object in OnMouseDrag() function. And run coroutine for next frame as you say:
Code:
void OnMouseDrag()
{
// calculate new postion
StartCoroutine(PosFix());
}
IEnumerator PosFix()
{
yield return new WaitForEndOfFrame();
if (rigBod && needChangePos)
rigBod.MovePosition(newPosition);
yield return null;
}
But this is not help.
And other question - why in your Chain demo you attaching TWO last control points to ball? I disabled second attachment to ball - and did not saw a difference.
I enabled "isKinematic" during dragging - and this is help. But not sure what this is good solution