18-09-2026, 06:38 AM
Hi! I've been trying to find a proper solution to this for awhile but after struggling on it for quite some time and not being able find a relating thread, I decided to ask.
My case is a 2d platformer, I have two player connected to each other utilizing obi rope's particle attachment. However, gameplay requires some specifics I'm having a hard time achieving. The rope as it does and should, restricts the players from running too far from each other, respects colliders, is affected by gravity. The issue is the rope's weight.
The issue with the rope's weight/ or rather MASS SCALE, is that it drags the players down and causes movement to be inconsistent when consistency is needed. This issue is amplified when a bunch of slack is hanging off a ledge and the tries to jump, they'll be pulled right back down.
So, what I'm hoping for some guidance on is: how do I make the rope's mass negligible when it comes to dragging down on the players, allowing the rope to be a only a distance restraint?
Few Attempted Solutions
Raising player mass seems like a good direction, but then it really starts to break the rope/ make it stretch and clip through colliders. Is the only real solution to that trying to raise the sub-steps of distance constraints and collisions really high?
An idea I had was trying to get the total downward pull of the rope, divide that up by active particles, and then apply a constant force to those particles until the player no longer has a positive y velocity. However, that doesn't seem to work, even if it's gravity is set to 0 to in parallel to the jump. This is probably because the weight of the rope is already below the playing suspended so it's dragged down before it has a change to take of still.
Any help or guidance in the right direction would be super useful! Thanks!
My case is a 2d platformer, I have two player connected to each other utilizing obi rope's particle attachment. However, gameplay requires some specifics I'm having a hard time achieving. The rope as it does and should, restricts the players from running too far from each other, respects colliders, is affected by gravity. The issue is the rope's weight.
The issue with the rope's weight/ or rather MASS SCALE, is that it drags the players down and causes movement to be inconsistent when consistency is needed. This issue is amplified when a bunch of slack is hanging off a ledge and the tries to jump, they'll be pulled right back down.
So, what I'm hoping for some guidance on is: how do I make the rope's mass negligible when it comes to dragging down on the players, allowing the rope to be a only a distance restraint?
Few Attempted Solutions
Raising player mass seems like a good direction, but then it really starts to break the rope/ make it stretch and clip through colliders. Is the only real solution to that trying to raise the sub-steps of distance constraints and collisions really high?
An idea I had was trying to get the total downward pull of the rope, divide that up by active particles, and then apply a constant force to those particles until the player no longer has a positive y velocity. However, that doesn't seem to work, even if it's gravity is set to 0 to in parallel to the jump. This is probably because the weight of the rope is already below the playing suspended so it's dragged down before it has a change to take of still.
Any help or guidance in the right direction would be super useful! Thanks!

