hi - will you plan to make stickystickstuck compatible with Unity5? I tried importing it, and running the auto scripting conversion, but there are still a few errors related to new spring class…
Hi Lane I recently purchased both of your assets - Circular Gravity Force and SSS. I’m trying to utilize both or either asset to attach a “sibling game object/target” to a collider on Rope generated by the asset “Rope Editor” . Basically I’m making a suspension bridge and there are 4 places on either side of the wooden platform that need to connect to the rope’s colliders. The bridge is not physically combined but is made of various parts that is parented. I have successfully attached a sphere to the rope’s collider and it moves with it smoothly but trying to attach a specific spot on the bridge to the collider hasn’t been working. If either of your assets could work with it I would love to know how. Does sticking together two non rigid body game objects work?
Also just to note about your hinge issue… I discovered an issue with the Rope Editor - the pivot of the game objects that the ropes are connected to has to be pointed in the same direction otherwise the rope physics go all wirey - it might be a similar issue with setting up hinges. Are multi-meshes in prefabs only capable utilizing the physics properties?
Lastly a Request for SSS if possible, the ability to drag game objects into the script, and or tags to specifically identify game object to be affected. or not effected.
Thank you for time, Kurt.
Update: Solved the bridge issue… I had not been utilizing a 3rd party collider asset the way it was needed. Anyway I hope I can get around to making a demo because I think you’ll like how I used your circular gravity force asset with this bridge.
Hey Ascensi, there is an option to stick to non-rigidbody, there is an checkbox named ‘Stick To Non Rigidbodys’ try that and see if that works.
Yeah working with hingjoints in the newer 5 versions has been problematice. There seems to be a Unity bug when dynamicly creating hingjoints. They don’t work when 2 rigidbody objects touch, but do work when a rigidbody and a non-rigidbody touch, its a weird case. If the Unity doesnt fix it anytime soon I might just pull the hingjoints options sadly.
Also some good news, I do have a filtering system in place for gameobjects, tags, and layers, its been submited and waiting for approval from unity.
Nice, glad that you got the brige issue fixed, let me know if you need any other help.
Still experimenting but I had to drop SSS and use Unity’s Fixed joint and this worked but is too time consuming and tedious. It would be ideal if your asset would work on the rope editor out of the box as it would be quicker and simple to set up. I’ve tried using “stick to non rigidbody” but it doesn’t work with rope editor. Maybe there is something in the Rope editor’s rope generation that isn’t on the list for SSS to attach to? Skinned objects with the colliders inside maybe?
Hi Lane its called “Ultimate Rope Editor”. Thanks for looking into it if you decide to. If you can make SSS compatible with it I can promote that I used your asset in the Youtube video I’m working on if you approve after seeing it.
Hello Lane, im trying to implement SSS2D but no chances to go through any suggestions? ´cos i havent figured out how to use it well and im about loose all time i have to develop this project thanks in advance
There is two different components, one for the 2D Unity engine, and one for the 3D Unity engine. If you want it to work with any 2D collides use the SSS2D.cs component, if you want it to work with regular 3D use the SSS.cs component.
Hi there, just downloaded the demo and it looks a lot of fun. I just have a question before purchasing:
Would it be possible, either now or in the future, to add the sticky to each foot collider of a playable animal, such as a gecko, so that when it moves it will join to the surface allowing it to walk upside down, but when it walks it will release the sticky until the foot comes into contact with the surface again? In theory I couldn’t see why this wouldn’t work, my only doubt comes from the accuracy of the sticky. The sticky would need to be strong enough to hold the animal upside down, but weak enough to break when the foot leaves contact with the rock, tree, etc.
Yes this is possible, there is however a catch, you will need to make the gecko completely physics driven in order to get this to work right. It will probably look something like this:
How I would try tackle this problem is maybe play with the joint break values, or the enable properties under the sss.cs component. Let me know if this helps
Hi, I finally bought it and have made an observation. When I shoot an arrow towards a sphere, or a tree with a capsule collider the arrow often gets stuck to the side of the object. In the case of the tree it could be that collider doesn’t fully match the tree, however not sure what is causing this issue with the sphere. One solution I think would be to add a variable which allows it to stick depending on the angle it strikes the collider. For example, head on hits would cause the sticky to stick, but hits at less than right angles would cause it to ricochet. This would solve the problem of the trees, so that they didn’t need overly precise colliders since it would only stick when hit towards the centre.
I also checked using this free Iguana the ability to add it to the root motion character controller already included. What I found is that is does stick, and the root motion causes it to unstick (I had Break Force and Torque set to 50), and it looked great. However it does cause the iguana to slow down, doesn’t turn very easily and will fall if in a vertical position, although I still think it is possible with a bit more tweaking.