Grappling Gun

Im following a grappling gun tutorial and the rope shoots out of the gun and everything, but I don’t get pulled towards where I grapple. The Code:

using UnityEngine;

public class GrapplingGun : MonoBehaviour
{

    private LineRenderer lr;
    private Vector3 grapplePoint;
    public LayerMask whatIsGrappleable;
    public Transform gunTip, camera, player;
    private float maxDistance = 100f;
    private SpringJoint joint;

    void Awake()
    {
        lr = GetComponent<LineRenderer>();
    }

    void Update()
    {
        if (Input.GetMouseButtonDown(0))
        {
            StartGrapple();
        }
        else if (Input.GetMouseButtonUp(0))
        {
            StopGrapple();
        }
    }

    //Called after Update
    void LateUpdate()
    {
        DrawRope();
    }

    /// <summary>
    /// Call whenever we want to start a grapple
    /// </summary>
    void StartGrapple()
    {
        RaycastHit hit;
        if (Physics.Raycast(camera.position, camera.forward, out hit, maxDistance, whatIsGrappleable))
        {
            grapplePoint = hit.point;
            joint = player.gameObject.AddComponent<SpringJoint>();
            joint.autoConfigureConnectedAnchor = false;
            joint.connectedAnchor = grapplePoint;

            float distanceFromPoint = Vector3.Distance(player.position, grapplePoint);

            //The distance grapple will try to keep from grapple point.
            joint.maxDistance = distanceFromPoint * 0.8f;
            joint.minDistance = distanceFromPoint * 0.25f;

            //Adjust these values to fit your game.
            joint.spring = 10f;
            joint.damper = 7f;
            joint.massScale = 6f;

            lr.positionCount = 2;
            currentGrapplePosition = gunTip.position;
        }
    }


    /// <summary>
    /// Call whenever we want to stop a grapple
    /// </summary>
    void StopGrapple()
    {
        lr.positionCount = 0;
        Destroy(joint);
    }

    private Vector3 currentGrapplePosition;

    void DrawRope()
    {
        //If not grappling, don't draw rope
        if (!joint) return;

        currentGrapplePosition = Vector3.Lerp(currentGrapplePosition, grapplePoint, Time.deltaTime * 8f);

        lr.SetPosition(0, gunTip.position);
        lr.SetPosition(1, currentGrapplePosition);
    }

    public bool IsGrappling()
    {
        return joint != null;
    }

    public Vector3 GetGrapplePoint()
    {
        return grapplePoint;
    }
}

The only thing I see above that would move you is the numbers at line 55 onwards. Those control the power of the spring joint this script seems to use to connect you.

Try adjusting them upwards: double them, 10x them, or even 100x them, just fiddle around until you get an effect, ANY effect, to understand where things “stand,” so to speak. Also try moving the damping value down a little.