Is this possible/easy to do? Physics-based zipline.

Hi, I apologize for the vague title but it is difficult to describe.

I am making a basic 3rd person platformer. I have a ring/torus-like gameobject but cubed. It is basically a doorframe - a cube frame with a hole in the middle. It has 4 box colliders in order to do collision around the hole in the middle. It has a rigidbody, too.

My character can pick it up. I want to be able to pick it up, put its hole in the middle through a long thin cube, and then slide down with the character. At the moment the frame will collide with/latch onto/stay on the ‘zipline’, but my character naturally falls down and doesn’t stay latched on.

What steps do I need to take to make it so my character doesn’t fall down?
So that the weight is supporting my character - so the character doesn’t fall down, stays latched onto the picked -up frame, which itself is latched onto a long thin cube/zipline.

In other words, I want to recreate this sequence from 0:45 to 0:52 in the following video:

Thanks.

I have that package. The object that the character is holding is attached to the character using a physics joint:

They’re very useful

Edit: It’s a shame that the package is deprecated. It hasn’t been updated in many years but it still works in Unity 2019 just as well as it ever did.

Thank you very much. After heavily researching joint physics, I was able to implement this functionality. :slight_smile: