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Thank you! I think I added an option to change the 'stiffness' of the verlet system so it doesn't stretch so much. You should be able to manipulate it either in the rope function or the function which sets up the verlet system. But do note that increasing the stiffness draws a lot of performance, as this basically multiplies how many times per frame the whole physics simulation gets updated.

Thanks for the quick response! I did mess around with stiffness, but I realized I was straying to far from the intended purpose of verlets. So instead I just break the verlet chain and replace it with a line renderer in some edge cases lol

Whatever works :D Glad you found a workaround!