Using hinge joints for rope

Hey,

At the moment i have a series of planes set up in a straight line with hinges attached to them. This all works fine. What i’m also doing is i have a collider on the last plane which i can then click on and drag around. When it gets dragged i simply set the position of the gameobject to the worldspace position of the mouse coordinates. This causes all the hinges to react to it and bend around like a 2D rope. The issue is that i can pull the thing apart by moving the last gameobject to quickly and too far away.

Is there a better way to manipulate this without breaking all the constraints of the hinge joints?

I assume your Break Force/Torque are set to infinity so it’ll never break (in theory)? I’d suggest that you Vector3.Lerp the position of the end point towards the mouse point, rather than just snapping it straight-to… that might fix your problem.

You could also perform a Vector3.Distance to see how far away from the start point the end point currently is, and if it’s beyond a certain amount then stop the end point trying to get to the mouse.