Rope simulation - Double spring joint problem

Hello!
I am trying to simulate rope physics with spring joints (As hinge joints gave me serious trouble), and in order to appropriately simulate that thick rope has a maximum bend, I have attatched spring joints at every other joint.

[Imgur: The magic of the Internet][1] ← Like so

But Unity doesn’t seem to like this! The “rope” starts to jiggle and bounce everywhere. I suspect I am doing something awfully wrong, someplace, but I can’t quite figure out where.

arrOfGameObjects is an array of instantiated prefabs.

for(int i = 0; i < maxCount; i++)
		{
			//The last should not have a spring attached
			if(i < maxCount - 1)
			{
				SpringJoint spring = arrOfGameObjects*.AddComponent<SpringJoint>();*
  •  		spring.spring = springValue;*
    
  •  		spring.damper = dampening;*
    
  •  		spring.connectedBody = arrOfGameObjects[i + 1].rigidbody;*
    

SpringDrawer drawer = arrOfGameObjects*.AddComponent();*
drawer.target = arrOfGameObjects[i + 1].transform;
drawer.width = 0.1f;
drawer.Init();
* }*
if (i < maxCount - 2)
{
SpringJoint spring = arrOfGameObjects*.AddComponent();*
spring.spring = springValue;
spring.damper = dampening;
spring.connectedBody = arrOfGameObjects[i + 2].rigidbody;
}
* }*
_*[1]: http://imgur.com/QkpBFCc*_

Springs spring – a rope connected by a bunch of Spring Joints in a row, is a slinky. It should have crazy up&down bounces and waves running though it.

I’m guessing this is 2D? A hinge joint just needs tuning. Make sure it hinges in the correct direction, at the correct point, colliders not too far or close… . For a 3D rope, use a characterJoint. I don’t think I’ve ever seen a good explanation of how to set all the numbers (swing axis2? I just leave it alone.)