The Distance Joint is a joint that attaches two objects and keeps them a certain distance apart.
The main application of the Distance Joint component is to keep distance between two points.
This does not apply torque or rotation. It does apply a linear force to both connected items, using a very stiff simulated ‘spring’ to maintain the distance.
This kind of already exists as a Studio Feature in the form of the Rope Constraint. Though, the rope constraint changes the NetworkOwner automatically to client. This messes up my feature I’m trying to implement. A rope between two players that you can swing with to get to other platforms in the game. Because of this one of the character becomes the other player’s and makes it ‘laggy’.
This would benefit me because it would allow me to keep on working on my dream game. Kinda like the co-op rage game ‘Bread & Fred’.
Either you could fix the Rope Constraint to fit the requirements, to make it not mess with the NetworkOwner if the rope is connected to two players at the same time, or you could implement the Distance Joint that already exists in Unity.
If you search on the Dev Forum you can see how many other developers struggle with the Rope Constraint in the same way as me. So it’s not just me that would like this implemented.
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Thank you for your understanding of this topic.