Hi there,
Problem:
if I make rope segments trigger (objects like player can pass through) rope effect is ruined, it looks like HingeJoint2Ds have no more gravity and start to lose momentum and eventually will stop in mid-air.
Tried to make a simple rope out of quads:
- Root node
- 4 children in hierarchy
- Each have typical Rigidbody2D and BoxCollider2D
- Each have HingeJoint2D, collisions disabled
- Each connected to above with HingeJoint2D
- Simple script attached to bottom rope segment (add force in FixedUpdate to make rope sway)
Unity Version: Unity 5.1.0p1 patch release
I didn’t have time to test this more than 1-2 hours.
Maybe there is some obvious catch or is this a bug?
Any help appreciated!