Grappling Hook Mechanic Does Not Work Right

I’m trying to create a grappling hook that automatically finds grapple points. The problem is that instead of swinging, the character quickly shoots off to a random location and exits the game area. Can you help with this.I used this tutorial:https://youtu.be/dnNCVcVS6uw?si=LrEqIkOJOFKR66Hc

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;

public class GrapplingHook : MonoBehaviour
{
    [Header("Scripts Ref:")]
    public GrapplingRope grappleRope;

    [Header("Layers Settings:")]
    [SerializeField] private bool grappleToAll = false;
    [SerializeField] private int grappableLayerNumber = 9;

    [Header("Transform Ref:")]
    public Transform gunHolder;
    public Transform firePoint;

    [Header("Physics Ref:")]
    public SpringJoint2D m_springJoint2D;
    public Rigidbody2D m_rigidbody;

    [Header("Distance:")]
    [SerializeField] private bool hasMaxDistance = false;
    [SerializeField] private float maxDistnace = 20;

    Collider2D[] hookPoints;
    public GameObject nearestHookPoint;

    private enum LaunchType
    {
        Transform_Launch,
        Physics_Launch
    }

    [Header("Launching:")]
    [SerializeField] private bool launchToPoint = true;
    [SerializeField] private LaunchType launchType = LaunchType.Physics_Launch;
    [SerializeField] private float launchSpeed = 1;

    [Header("No Launch To Point")]
    [SerializeField] private bool autoConfigureDistance = false;
    [SerializeField] private float targetDistance = 3;
    [SerializeField] private float targetFrequncy = 1;

    [HideInInspector] public Vector2 grapplePoint;
    [HideInInspector] public Vector2 grappleDistanceVector;

    private void Start()
    {
        grappleRope.enabled = false;
        m_springJoint2D.enabled = false;
    }

    private void Update()
    {
        float nearestDistance = float.MaxValue;
        hookPoints = Physics2D.OverlapCircleAll(firePoint.position, maxDistnace, LayerMask.GetMask("GrapplePoint", "enemy"));

        foreach (Collider2D hookPoint in hookPoints)
        {
            float dist = Vector2.Distance(hookPoint.transform.position, transform.position);

            if (dist < nearestDistance)
            {
                nearestDistance = dist;
                nearestHookPoint = hookPoint.gameObject;
            }
        }

        if (nearestHookPoint != null && nearestHookPoint.CompareTag("swingPoint"))
        {
            launchToPoint = false;
        }
        else
        {
            launchToPoint = true;
        }
    }

    public void Hook(InputAction.CallbackContext context)
    {
        if (context.started)
        {
            if (hookPoints != null && nearestHookPoint != null)
            {
                SetGrapplePoint();
                Grapple(); // Grapple fonksiyonunu çağırmayı unutmayın
            }
        }
        else if (context.performed)
        {
            if (hookPoints != null && nearestHookPoint != null)
            {
                Vector2 hookPointPosition = nearestHookPoint.transform.position;

                if (launchToPoint && grappleRope.isGrappling)
                {
                    if (launchType == LaunchType.Transform_Launch)
                    {
                        Vector2 firePointDistnace = firePoint.position - gunHolder.localPosition;
                        Vector2 targetPos = grapplePoint - firePointDistnace;
                        gunHolder.position = Vector2.Lerp(gunHolder.position, targetPos, Time.deltaTime * launchSpeed);
                    }
                }
            }
        }
        else if (context.canceled)
        {
            grappleRope.enabled = false;
            m_springJoint2D.enabled = false;
            m_rigidbody.gravityScale = 1;
        }
    }


    void SetGrapplePoint()
    {
        if (nearestHookPoint == null) return;

        Vector2 distanceVector = nearestHookPoint.transform.position - firePoint.position;
        RaycastHit2D _hit = Physics2D.Raycast(firePoint.position, distanceVector.normalized);

        if (_hit.collider != null) // _hit.collider ile hit kontrolü yapıyoruz
        {
            if (_hit.transform.gameObject.layer == grappableLayerNumber || grappleToAll)
            {
                if (Vector2.Distance(_hit.point, firePoint.position) <= maxDistnace || !hasMaxDistance)
                {
                    grapplePoint = _hit.point;
                    grappleDistanceVector = grapplePoint - (Vector2)firePoint.position;
                    grappleRope.enabled = true;
                }
            }
        }
    }

    public void Grapple()
    {
        m_springJoint2D.autoConfigureDistance = false;
        if (!launchToPoint && !autoConfigureDistance)
        {
            m_springJoint2D.distance = targetDistance;
            m_springJoint2D.frequency = targetFrequncy;
        }
        if (!launchToPoint)
        {
            if (autoConfigureDistance)
            {
                m_springJoint2D.autoConfigureDistance = true;
                m_springJoint2D.frequency = 0;
            }

            m_springJoint2D.connectedAnchor = grapplePoint;
            m_springJoint2D.enabled = true;
        }
        else
        {
            switch (launchType)
            {
                case LaunchType.Physics_Launch:
                    m_springJoint2D.connectedAnchor = grapplePoint;

                    Vector2 distanceVector = firePoint.position - gunHolder.position;

                    m_springJoint2D.distance = distanceVector.magnitude;
                    m_springJoint2D.frequency = launchSpeed;
                    m_springJoint2D.enabled = true;
                    break;
                case LaunchType.Transform_Launch:
                    m_rigidbody.gravityScale = 0;
                    m_rigidbody.velocity = Vector2.zero;
                    break;
            }
        }
    }

    private void OnDrawGizmosSelected()
    {
        if (firePoint != null && hasMaxDistance)
        {
            Gizmos.color = Color.green;
            Gizmos.DrawWireSphere(firePoint.position, maxDistnace);
        }
    }
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class GrapplingRope : MonoBehaviour
{
    [Header("General Refernces:")]
    public GrapplingHook grapplingGun;
    public LineRenderer m_lineRenderer;

    [Header("General Settings:")]
    [SerializeField] private int percision = 40;
    [Range(0, 20)] [SerializeField] private float straightenLineSpeed = 5;

    [Header("Rope Animation Settings:")]
    public AnimationCurve ropeAnimationCurve;
    [Range(0.01f, 4)] [SerializeField] private float StartWaveSize = 2;
    float waveSize = 0;

    [Header("Rope Progression:")]
    public AnimationCurve ropeProgressionCurve;
    [SerializeField] [Range(1, 50)] private float ropeProgressionSpeed = 1;

    float moveTime = 0;

    [HideInInspector] public bool isGrappling = true;

    bool strightLine = true;

    private void OnEnable()
    {
        moveTime = 0;
        m_lineRenderer.positionCount = percision;
        waveSize = StartWaveSize;
        strightLine = false;

        LinePointsToFirePoint();

        m_lineRenderer.enabled = true;
    }

    private void OnDisable()
    {
        m_lineRenderer.enabled = false;
        isGrappling = false;
    }

    private void LinePointsToFirePoint()
    {
        for (int i = 0; i < percision; i++)
        {
            m_lineRenderer.SetPosition(i, grapplingGun.firePoint.position);
        }
    }

    private void Update()
    {
        moveTime += Time.deltaTime;
        DrawRope();
    }

    void DrawRope()
    {
        if (!strightLine)
        {
            if (m_lineRenderer.GetPosition(percision - 1).x == grapplingGun.grapplePoint.x)
            {
                strightLine = true;
            }
            else
            {
                DrawRopeWaves();
            }
        }
        else
        {
            if (!isGrappling)
            {
                grapplingGun.Grapple();
                isGrappling = true;
            }
            if (waveSize > 0)
            {
                waveSize -= Time.deltaTime * straightenLineSpeed;
                DrawRopeWaves();
            }
            else
            {
                waveSize = 0;

                if (m_lineRenderer.positionCount != 2) { m_lineRenderer.positionCount = 2; }

                DrawRopeNoWaves();
            }
        }
    }

    void DrawRopeWaves()
    {
        for (int i = 0; i < percision; i++)
        {
            float delta = (float)i / ((float)percision - 1f);
            Vector2 offset = Vector2.Perpendicular(grapplingGun.grappleDistanceVector).normalized * ropeAnimationCurve.Evaluate(delta) * waveSize;
            Vector2 targetPosition = Vector2.Lerp(grapplingGun.firePoint.position, grapplingGun.grapplePoint, delta) + offset;
            Vector2 currentPosition = Vector2.Lerp(grapplingGun.firePoint.position, targetPosition, ropeProgressionCurve.Evaluate(moveTime) * ropeProgressionSpeed);

            m_lineRenderer.SetPosition(i, currentPosition);
        }
    }

    void DrawRopeNoWaves()
    {
        m_lineRenderer.SetPosition(0, grapplingGun.firePoint.position);
        m_lineRenderer.SetPosition(1, grapplingGun.grapplePoint);
    }
}
![Ekran Alıntısı|271x500](upload://lQokRkIickTKYTF2Q5WfnSMhrUY.png)
![Ekran Alıntısı2|317x276](upload://ePn1TEdmVGL6G4n54dsnAXDwEnt.png)

Most likely you either missed some step or did some step in the tutorial incorrectly.

If you are unable to speak about WHAT is going on in the code above, we can’t really help you since we’re not going to do the tutorial and fail in the same way that you did.

Remember: the code is only one tiny part of the problem. Scene setup, prefab designs, assets, (aka “everything else”) are all equally or more important.

When you do tutorials:

Two steps to tutorials and / or example code:

  1. do them perfectly, to the letter (zero typos, including punctuation and capitalization)
  2. stop and understand each step to understand what is going on.

If you go past anything that you don’t understand, then you’re just mimicking what you saw without actually learning, essentially wasting your own time. It’s only two steps. Don’t skip either step.

When something is close to working but has issues, that means it is time to start debugging!

By debugging you can find out exactly what your program is doing so you can fix it.

Use the above techniques to get the information you need in order to reason about what the problem is.

You can also use Debug.Log(...); statements to find out if any of your code is even running. Don’t assume it is.

Once you understand what the problem is, you may begin to reason about a solution to the problem.