Ropes...

I need to create a rope that looks and works like a real rope for a helicopter game I’m making. I’ve taken a stab at it by hooking a bunch of cylenders together with hinge joints, but I really dont know a lot about joints, and its acting stiff and ugly, so I’d like to hear what everyone else thinks.

Most likely your problem is that your colliders are overlapping. I recommend using spheres instead, unless you really need it to receive collisions accurately along its entire length (you probably don’t), and spheres are somewhat easier to work with. You want to give your rope some springiness so it can compress and expand a bit (which is a problem with cylinders; a rope made of cylinders can’t compress at all) so a configurable joint is probably best.

When you have your string of spheres, you can use a custom script in conjunction with TubeRenderer to make a nice looking rope connecting them.

I would suggest a procedural approach to generating the mesh for the ropes unless you require complex interactions with physics.

The procedural example project would be a good place to start:

I have plans to do something similar to procedurally create tentacled creatures using MeshExtrusion and scripted inverse kinematics, but I haven’t even started looking at the actual code required. Sorry I couldn’t be more helpful!