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Transform start, end; + RopeJoint start, end; [SerializeField] int subDivision = 50; @@ -55,8 +55,6 @@ public class RopeSimulator : MonoBehaviour int[] order; - public Vector2 testPos; - Rope rope; Dictionary colliderToSquezeForce = new(); @@ -136,8 +134,20 @@ public class RopeSimulator : MonoBehaviour if (overshoot > 0) { //start.position = prevStartPos; - Vector2 pullDirection = (rope.points.ElementAt(1).position - start.position).normalized; - start.gameObject.GetComponent().AddForce(pullDirection * overshoot * pullForce); + float divider = !start.locked && !end.locked ? 2f : 1f; + + if (!start.locked) + { + Vector2 pullDirection = (rope.points[1].position - start.position).normalized; + Vector2 force = pullDirection * overshoot * (pullForce / divider); + start.body.AddForce(force); + } + if (!end.locked) + { + Vector2 pullDirection = (rope.points[rope.points.Count - 2].position - end.position).normalized; + Vector2 force = pullDirection * overshoot * (pullForce / divider); + end.body.AddForce(force); + } } // Handle squeze kills