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Help  Particle Attatchment Gap Offset When Running
#1
Hello! I just recently bought some of the assets, looked through the docs and am experimenting a bit.

I'm trying to do achieve something like a procedural animation for hooking a static object, where the rope is thrown to do a whip like motion to loop around a cylinder for a few turns to get stuck. I've achieved a version of it by using a rope attached to a collider at it's end, and then using a spline to get the desired whip like motion. First I tried to attach a part of the end rope to the spline, but didn't look too good as the big momentum should be with the collider. Now I'm simply moving the collider with the spline as kinematic & then apply the spline velocity at the end and mark it dynamic. I'm all open to suggestions of how to do this animated physics differentley.

I've had some issues with gaps of my Particle Attatchment to the Unity Collider when I run the sequence. I moved from using a SplineAnimator to evaluating the spline myself in fixedUpdate. But it seems I still have to wait for a certain time before I can set the collider in motion. What is the intended way to set up this dependency?
I also seem to have a general issue that particles at the end of the rope are more sparse where I need them more for more defined collision around the cylinder compared to the slag of rope hanging from the hand where I could do with very sparse amount. Is there any way to distribute more particles at the end of rope or mitigate this?

Thanks for any insight or point to docs that I've missed.


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