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It's just scaling and LookAt()-ing a single object! no sines, splines or multiple segments! (added some extra geometry here to show the bounds of that object)
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can anybody guess how I animated this cable? you might be surprised at how simple it is! 🤫

if you're interested in hauling objects on a cable, wishlist the game! 🤗

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Nice! I think this solution would also support negative scaling to simulate elastic bouncing if the car reaches maximum stretch with high enough speed.

this was unreasonably effective 😂 (except maybe gotta modulate the spring parameters based on tension when it goes slack)

How do you make sure the chain doesn't change width when scaling it vertically?

🧐🧠 *exactly* thought about doing some shader magic on a mesh to achieve constant thickness.. however, the 0 effort solution was: LineRenderer I don't need to set the positions at all, those are fixed. It automatically takes into account scaling! (also @SlavaCherk)

That's a really neat solution! Gives it a bit of a rubber band look, but given the simplicity, I'd settle for saying it's a new super-strong rubber tow rope.

Very nice! But what if you have a tree in between the car and the box. Would there be a simple way to make the rope wrap around the tree depending on where the car is?

nope! not at all this being such a simple solution, the step in effort between this and any kind of environment interactivity is HUGE so i'll probably just disconnect the cable as soon as you try to wrap it around something 😅

This is so clever and yet I'm not sure anyone ever did that before on a retail game.

This is such a galaxy brain solution dude
